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Writing and Design: Darren Bulmer, Leon Chang, Walt Ciechanowski, Chris Huff, Seth Johnson, Matt Kaiser,
Steve Kenson, Jon Leitheusser, Prof. Christopher McGlothlin, Alejandro Melchor, Jason Mical, Jack Norris,
Aaron Sullivan, Steve Trustrum, Ray Winninger
Editing: Sharon Turner Mulvihill Development: Jon Leitheusser Additional Development: Steve Kenson
Art Direction and Graphic Design: Hal Mangold
Interior Art : Daniel Acuna, Christian Alamy, Oclair Albert, Marlo Alquiza, Kalman Andrasofsky, Ramon Bachs, Michael Bair,
Matt Banning, Al Barrionuevo, Eddy Barrows, Chris Batista, Batt, David Beaty, Ed Benes, Mariah Benes, Joe Benitez, Joe Bennett, BIT,
Bret Blevins, Brian Bolland, Brett Booth, Geraldo Borges, Mark Buckingham, Cafu, Jim Calafiore, Robert Campanella,
Keith Champagne, Sean Chen, Mark Chiarello, Ian Churchill, Barbara Ciardo, Vincente Cifuentes, Yildiray Cinar, Matthew Clark,
Scott Clark, Amanda Conner, Kevin Conrad, Chris Cross, Tony Daniels, Alan Davis, Dan Davis, Shane Davis, Jesse Delperdang, John
Dell, Thomas Derenick, Rachel Dodson, Terry Dodson, Dale Eaglesham, Nathan Eyring, Wayne Faucher, Raul Fernandez, Carlos
Ferreira, Julio Ferreira, Pascual Ferry, Fabrizio Fiorentino, David Finch, Gary Frank, Richard Friend, Fernando Gagnino, Lee Garbett,
Ale Garza, Stefano Gaudiano, Drew Geraci, Keith Giffen, Jonathan Glapion, Patrick Gleason, Dan Green, Mike Grell, Tom Grummet,
Renato Guedes, Yvel Guichet, Amy Reeder Hadley, Tony Harris, Doug Hazelwood, Clayton Henry, Sandra Hope, Rob Hunter,
Stuart Immomen, Jack Jadson, Phil Jimenez, Dave Johnson, Ruy Jose, Justiniano, John Kalisz, Michael William Kaluta, Tyler
Kirkham, Barry Kitson, Leonard Kirk, Scott Koblish, Scott Kolins, Don Kramer, Ray Kryssing, Andy Kubert, Joe Kubert, Greg Land,
Andy Lanning, Michael Lark, Jim Lee, Norman Lee, Jay Leisten, Steve Lieber, John Livesay, Aaron Lopresti, Jose Wilson Magalhaes,
Kevin Maguire, Doug Mahnke, Guy Major, Francis Manapul, Tom Mandrake, Mike Manley, Guillem March, Dave McCaig,
Scott McDaniel, Ed McGuinness, Mark McKenna, Mike McKone, Adriana Melo, Jesus Merino, JD Mettler, Joshua Middleton,
Mike S. Miller, Mark Morales, Rags Morales, Patricia Mulvihill, Sean Murphy, Todd Nauck, Diogenes Neves, Dustin Nguyen,
Mike Norton, Jerry Ordway, Andy Owens, Jimmy Palmiotti, Sean Parsons, Fernando Pasarin, George Perez, Francis Portela,
Eric Powell, Joe Prado, Mark Propst, Jack Purcell, Pablo Raimondi, Humberto Ramos, Rodney Ramos, Tom Raney, Norm Rapmund,
Ivan Reis, Rod Reis, Darick Robertson, Carlos Rodriguez, Pow Rodrix, Prentis Rollins, Alex Ross, Duncan Rouleau, Stephane Roux,
Marco Rudy, Nei Ruffino, Matt Ryan, Paul Ryan, Jesus Saiz, Javier Saltares, Stephen Sadowski, Nicola Scott, Trevor Scott,
Stephen Segovia, Jon Sibal, Bill Sienkiewicz, Walt Simonson, Alex Sinclair, Cam Smith, Peter Snejbjerg, John K Snyder III,
Ray Snyder, Ryan Sook, Jim Starlin, Peter Steigerwald, John Stokes, Karl Story, Lary Stucker, Rob Stull, Ardian Syaf, Philip Tan,
Art Thibert, Michael Turner, Alina Urusov, Ethan Van Sciver, Dexter Vines, Lee Weeks, Wade von Grawbadger, Freddie Williams II,
J.H. Williams III, Scott Williams, Bill Willingham, Walden Wong, and Pete Woods
Publisher: Chris Pramas Licensing Consultant: Ray Winninger
Green Ronin Staff: Bill Bodden, Joe Carriker, Will Hindmarch, Steve Kenson, Jon Leitheusser, Nicole Lindroos, Hal Mangold,
Chris Pramas, Rich Redman, Evan Sass, Marc Schmalz
Special Thanks: To Josh Anderson at Warner Bros. and Roger Bonas, Scott Wilson, Jeanette Winley, Michael Wooten,
and Fred Ruiz, along with the rest of the folks at DC Comics. To Lone Wolf Development and their excellent Hero Lab software.
And as always, to the fans for their continued support!
DC Adventures: Heroes & Villains Vol. 2 2012 DC Comics. All rights reserved.
All related characters and elements are trademarks of and DC Comics. (s12)
Published by Green Ronin Publishing, LLC. Mutants & Masterminds, Green Ronin, and their associated logos are trademarks of
Green Ronin Publishing, LLC. The Mutants & Masterminds game system is 2002-2012 Green Ronin Publishing LLC.
The following is designated as Product Identity, in accordance with
Section 1(e) of the Open Game License, Version 1.0a: hero points, power points.
The following text is Open Gaming Content: all game system rules and material not previously declared Product Identity.

DC ADVENTURES Green Ronin Publishing


Heroes & Villains, Vol. 2 815 S. Othello St.
MSRP: $49.95 Suite 100 #304
Product Code: GRR5003 Seattle, WA 98118
ISBN-10:1-934547-39-5 TM www.greenronin.com
ISBN-13: 978-1-934547-39-7 www.mutantsandmasterminds.com

Printed in Canada

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Introduction.......................................... 5
Table of Contents
Mister Miracle.....................................60 The Question........................................ 121
How To Use This Book................. 5 Oberon........................................... 61 The Question (Vic Sage).......... 121
Lady Shiva...............................................8 Mr. Mxyzptlk.........................................62 Richard Dragon....................... 122
The Question
League of Assassins............................10 Mister Terrific.....................................63 (Renee Montoya) ................... 123
Alpha.............................................. 10 T-Spheres....................................... 64
David Cain..................................... 10 Mister Terrific Ragman................................................. 124
Doctor Moon.............................. 11 (Terry Sloane).......................... 64 Ra- s al Ghu- l........................................ 125
Merlyn............................................ 11 Monarch................................................65 Talia.............................................. 127
Prudence....................................... 12 Forerunner.................................. 66 Ubu................................................ 127
The White Ghost......................... 12 Ravager................................................ 128
Mongul................................................... 67
Legion of Super-heroes......................14 Mordru...................................................69 Raven.................................................... 129
Bouncing Boy.............................. 15
Mon-El............................................ 16 Morgaine le Fey.................................... 70 The Ray.................................................. 131
Phantom Girl.............................. 16 Multiplex.................................................71 Red Devil.............................................. 133
Polar Boy...................................... 17 Duploid.......................................... 72 Red Hood.............................................. 134
Sensor Girl................................... 18 Murmur.................................................. 73 Red Lantern Corps............................ 135
Shadow Lass................................ 19
Shrinking Violet........................ 19
Nekron.................................................... 74 Red Robin............................................. 136
Tyroc.............................................. 20 Nemesis................................................... 75 Dex-Starr.................................... 136
Lightning Lad........................................20 Neron.......................................................77 Red Star............................................... 138
Lobo........................................................22 The new Gods........................................ 78 Red Tornado........................................ 139
Maxwell Lord.......................................24 Lightray........................................ 79 Reverse-Flash..................................... 140
Lord Satanus........................................26 Nightshade............................................ 79 Zoom............................................. 141
The Shadow Homonculus....... 80 The RIddler.......................................... 142
Lex Luthor............................................. 27 Nightwing...............................................81
Mercy.............................................. 29 Robin..................................................... 143
Jervis Tetch...........................................30 Obsidian.................................................83 The Rogues...........................................145
Madame Xanadu....................................31 Ocean Master.......................................84 Girder........................................... 146
Plunder....................................... 146
Magenta.................................................32 O.M.A.C.....................................................85 Tar Pit........................................... 146
O.M.A.C. Cyborgs......................... 86
Magog.....................................................33 O.M.A.C. (Earth-51)...................... 87
The Top......................................... 147
Major Disaster....................................35 Oracle.................................................... 87 Roulette............................................... 148
Major Force..........................................36 Orange Lantern Corps.......................89 The Royal Flush Gang....................... 149
Professor Amos Fortune..... 150
Man-Bat..................................................38 Orion........................................................91 Ace III............................................. 150
Manhunter............................................39 The Outsiders.......................................93 The Ace Android II.................... 150
Manhunter (Kirk DePaul)........ 39 Faust............................................... 94 Jack II............................................ 150
Manhunter (Paul Kirk)............. 40 Grace.............................................. 94 King II............................................ 151
Manhunter (Kate Spencer)..... 41 Halo................................................ 95 Queen II........................................ 151
The Manhunters......................... 42 Indigo............................................. 96 Ten II.............................................. 152
Martian Manhunter............................44 Looker............................................ 97 S.H.A.D.E................................................ 152
Max Mercury.........................................46 Technocrat.................................. 97
Sabbac.................................................. 153
Thunder......................................... 98
metal Men.............................................. 47 Saint Walker.......................................154
Will Magnus................................ 47 Parasite.................................................98
Gold................................................ 47 Peacemaker...........................................99 Sandman...............................................155
Sandman
Iron................................................. 49 The Penguin..........................................101 (Sanderson Hawkins).......... 155
Lead................................................. 49
Mercury......................................... 49
Per Degaton........................................ 103 Sandy............................................ 156
Platinum....................................... 49 Phantom Stranger............................ 105 The Sandman
(Wesley Dodds)...................... 157
Tin.................................................... 49 The PIed Piper...................................... 106
Metallo..................................................49 Plastic Man..........................................107 Saturn Girl......................................... 158
Metamorpho.........................................50 OffSpring.................................... 109 Scarecrow.......................................... 160
Java................................................. 52 PLastique..............................................110 Secret Six..............................................161
Sapphire Stagg............................ 52 Dwarfstar.................................. 162
Poison Ivy..............................................111 Jeanette...................................... 162
Simon Stagg................................. 52
Power Girl............................................ 113 King Shark.................................. 163
MIrror Master.....................................52 The Prankster..................................... 115 Rag Doll (Peter Merkel, Jr.). 163
MIss Martian........................................54 Professor Ivo.....................................116 Scandal Savage........................ 164
The MIst..................................................55 Prometheus...........................................117
Gone But Not Forgotten...... 165
The MIst (Nash)............................ 55 Knockout.................................... 165
The MIst (unknown).................. 57 Psycho-Pirate.....................................119 Parademon................................. 165
Mr. Freeze..............................................58 Queen Bee............................................. 120 Black Alice................................. 165
Mister Mind...........................................59

2 Table of Contents
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Why Are Some Of These Entries Green?


The characters listed in green text denote a character whose power point total is correct for a character of that power
level. For example, Manhunter (see page 41) is a PL9 super hero who costs 135 power points, just as Shadow Thief (see
page 175) is a PL11 super-villain who costs 165 points.

Secret Society Vaporlock.................................. 207 Tara............................................... 261


of Super-villains............................ 166 Suicide Squad.................................... 208 Tinder........................................... 261

Seven Soldiers of Victory...............167 Amanda Waller........................ 209 Weather Wizard.................................262


Shining Knight (Ystina)......... 167
Rick Flag...................................... 210 Wildcat................................................263
Vanguard................................... 168 Sun Boy................................................. 211 WIldfire................................................264
Bulleteer.................................... 168 Superboy............................................. 212 Wonder Girl........................................265
Frankenstein............................. 169 Supergirl............................................. 214
Klarion........................................ 170
Wonder Woman................................. 266
Superman............................................. 216 Steve Trevor.............................. 268
Shade......................................................171 Lois Lane...................................... 218 Etta Candy.................................. 269
Shadowpact........................................172 Jimmy Olsen............................... 219 Artemis........................................ 269
Detective Chimp........................ 173 The Kents..................................... 219 Hippolyta.................................... 270
Nightmaster.............................. 174 Swamp Thing.......................................220 The Young All-Stars.........................270
Warlocks Daughter.............. 174 Abby Holland............................ 222 Dyna-Mite.................................... 271
Shadow Thief.......................................175 T.O. Morrow.........................................222 Flying Fox................................... 271
Shark.....................................................176 Tattooed Man......................................223 Fury (Helena Kosmatos)........ 272
Iron Munro................................ 272
Shining Knight..................................... 177 Teen Titans...........................................225 Neptune Perkins....................... 273
Winged Victory......................... 177 Aquagirl..................................... 229 The Tigress (Paula Books)..... 273
Shrapnel...............................................178 Bombshell.................................. 230 Tsunami....................................... 274
Silver Banshee.....................................179 Kid Eternity................................ 231
Young Justice.....................................275
Zachary Zatara........................ 232
Silver Swan......................................... 180 Arrowette.................................. 276
Sinestro................................................181 Terra.....................................................232 Empress........................................ 276
The Sinestro Corps........................... 183 Terra-Man............................................235 Secret........................................... 276
Sinestro Corpsman................. 184 Thorn....................................................236 Zatanna................................................ 277
Siren...................................................... 185 Timber Wolf........................................237 Zauriel..................................................279
Solomon Grundy................................ 186 Toyman.................................................238 Victor Zsasz........................................ 281
Johnny Sorrow...................................187 Toyman Robot........................... 240 Minion Archetypes............................282
Spectre................................................. 189 Traci Thirteen.....................................240 Animals....................................... 282
Trickster............................................. 241 Cultists........................................ 284
Speedy....................................................191 Demons........................................ 285
Star Sapphire..................................... 192 Trident..................................................243 Dinosaurs................................... 286
The Star Sapphires........................... 193 Trigon the terrible...........................244 Monsters.................................... 287
Fatality........................................ 194 Donna Troy..........................................245 Ninja............................................. 287
Miri................................................ 194 Two-Face..............................................247 Robots......................................... 288
Soldiers...................................... 289
Starfire............................................... 195 Ultra Boy.............................................248 Thugs............................................ 290
Stargirl............................................... 196 The Ultra-Humanite...........................249 Undead........................................ 291
S.T.R.I.P.E........................................ 197 Uncle Sam............................................ 251 Hero Animals......................................292
Starman............................................... 198 Vandal Savage....................................252 Krypto, the Super-Dog........... 292
Starman (Ted Knight) ............ 198 Streaky, the Super-Cat........... 293
Starman (Jack Knight)........... 199
Vigilante..............................................254 Rex the Wonder Dog............... 293
Vigilante (Greg Saunders)... 254
Starman (Mikaal Tomas)....... 200 Appendix...............................................294
Vigilante .................................... 255
Starman (David Knight)......... 200 Heroes & Villains
Starman (Thom Kallor) ........ 201 Vixen......................................................256 by Power Level...................... 294
Starro the COnqueror....................203 Warlord..............................................258 Villains by Power Level........ 297
Starrophytes............................ 204 Jennifer Morgan...................... 259
Machiste...................................... 260
Index......................................................299
The Conqueror......................... 204
Mariah......................................... 260 License.................................................. 301
Steel......................................................205 Shakira........................................ 260

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4 Introduction
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Introduction
This book, DC Adventures: Heroes & Villains, Volume 2, is the companion and conclusion to Heroes & Villains, Volume 1, covering DC
characters from L through Z. Inside this volume alone youll find hundreds of characters to use in your DC Adventures games.
With the complete Heroes & Villains set, youll have well over five hundred!

The DC Adventures: Heros Handbook provides the rules to play games set in the DC Universe. The Heroes & Villains books gives you
a tremendous selection of characters to populate that world and make it feel like the real thing! Welcome to the DC Universe!
Get ready to go out there and make it your own!

Overview
DC Adventures: Heroes & Villains, Volume 2 is a collection of characters from all over the DC Universe. Rather than trying to break char-
acters up by theme (magic, alien, metahuman), location (Metropolis, Gotham, Gorilla City), or some other way, this book (like its
companion volume) is organized alphabetically. Once you turn the page youll be thrown into a world full of fantastic characters
with amazing powers. Each character includes game information (statistics or stats) that work with the rules presented in the DC
Adventures: Heros Handbook, along with a description of their history, personality, powers and abilities, allies, and enemies.

The information on these pages is meant to present an iconic view of the characters you can use to portray them the way they
appear in the comics. History is only included if it gives a better idea of what the character is like. Unless its important to the
character, you wont find references to specific storylines and events. After all, theres no way this book could accurately present
the complete history of a character like Superman or Wonder Woman. So, instead, these pages focus on the essence of the char-
acters, including important pieces of their history that define them, and make them the heroes and villains you know so well!

How To Use This Book How This Book Is Organized


As a collection of heroes and villains with different powers,
The characters and groups on the following pages are ar-
abilities, and backgrounds, this book can be used in a number
ranged alphabetically. For most characters this is as simple as
of ways depending on your needs.
looking under S for Superman, but for characters who dont
First, its a resource for the gamemaster. With hundreds of have a code-name or superheroic identity their entries are
characters included in this one book, you should be able to alphabetized by last name. So Johnny Sorrow is listed under
find any number of allies and enemies for your players he- S, and Donna Troy is under T. Names with titles in them
roes. All the work of writing up the characters has been done such as Misterare listed by title, so Mister Terrific is under
for you, so you can spend your time coming up with a fun M and Saint Walker (of the Blue Lantern Corps) is under S. In
game to run for your friends! addition, heroic identities that have had multiple people use
that name are listed with the real name of that character in
Second, this book is filled with information to inspire story parentheses after their name, so youll find the Mister Terrific
ideaslong-term and short-term plots by villains. From a (Michael Holt) and Mister Terrific (Terry Sloane) along with
simple robbery committed by the Rogues to a world- (and Manhunter (Kirk DePaul), Manhunter (Paul Kirk), and Man-
history-) spanning plot by the Manhunters to conquer the hunter (Kate Spencer), and more. No matter the character
cosmos! or group youre looking for, you should be able to find them
quickly and easily.
Third, many of these characters can be run by your players.
Weve highlighted the ones that are exactly the right power
point total for new characters of their power level. If some- How To Read The Characters
one is playing for the first time, forgot their character, or just
wants to sit in for a game session, just grab one of these char- Every character entry and many of the team entries include
acters and start playing! game information so you can use the characters in your
games. Each entry follows a few rules to make them consis-
Fourth, you can use the information here to create your own tent and easier to understand at a glance.
heroes and villains. Pick and choose powers you like, adapt
them to the character concept and power level you want and All characters are presented in their super-powered
with a little bit of work you have a new creation thats all your identity. This means when you look at O.M.A.C., what
own! When a player asks How do I create a character like...? youre seeing is him in his super-powered One Man
all you need to do is flip open the book and see! Army Corps form, not when hes plain ol Buddy Blank.

Really, theres no wrong way to use this book. Its a resource If a character can vary their abilities in some way, say due
for you. However it helps make your games more fun and in- to the Growth power or because they can change forms
teresting, then thats the correct way to use it. somehow, then there are two numbers separated by

Introduction 5
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Not What You Expected?


Each of the characters in this book is someones favorite. Each of these characters is unique and has a story to tell. That
also means each of these characters may not match up exactly with your expectations of how that character should be
presented in terms of the DC Adventures game. Thats unfortunate, but while designing these characters the writers and
developer had to make choices, settle on numbers they felt best represented the character, and move on to the next
character. Our goal was to make the characters as iconic and representative as possible.
As with all games, realism often took a backseat to writing up a character that was effective given his or her role in the DC
Universe. So, some characters may have an ability score, attack or defense value, or power that just doesnt look right to
you. That may very well be. These characters were created to reflect how they appear to operate in the comics. Maybe the
Tops Dodge and Parry should be lower, but if that were the case he wouldnt be much of a challenge for the Flash. Since
he is, his values needed to reflect that.
You are, of course, welcome to change any of these characters to suit your tastes; the goal of the authors was to present
you with playable, useful characters that measured up to the characters as they appear in the comics and on the whole
they do that, even if some of the details may not mesh with your concept of the character.
We hope you enjoy our efforts.

a slash. Characters like this are also accompanied with advantages in order to learn exactly what theyre capa-
asterisks and notes to call attention to what scores are ble of and what your options are.
affected and when they have their higher scores or their
lower scores. Lastly, unless a characters powers say oth- Characters whose point values exactly match the start-
erwise, you can always choose to have them operate at ing number of points they should have for their power
less than full power if it fits your game better. level are colored green in the table of contents. They are
useable as player characters either using them with their
Characters that lack Powers, Equipment, Advantages, name and history intact or as the basis of very similar
or Skills dont have a space for that category of ability. characters with a different name and background.
For example, Oracle doesnt have any powers, so you
wont see a Powers entry for her, instead it goes right to Power Level X: A few characterssuch a Mister Mxyz-
Equipment, then Advantages and Skills. ptlk and Trigonare listed as Power Level X or PLX
and given no game traits (or very few). This is because
A character with the Equipment advantage may have these characters are so massively powerful, often to
only some of their equipment points spent. If this is the the point of near-omnipotence, that theres little point
case, then you can spend the remaining points as you in trying to quantify their abilities. Game traits cover-
see fit. Usually this means the character varies his or her ing everything they could do would take up pages and
arsenal depending on their mission. You may also elect add up to thousands of power points! Power Level X
to leave those points unspent to avoid the additional characters are more plot devices than they are playable
bookkeeping. Those characters accompanied by a list characters, meant to provide the heroes with serious
of equipment always show what that character typically challenges that cannot necessarily be overcome with
carries. sheer might. Often, defeating them requires a different
approach, from tricking Mxyzptlk into saying his name
Skills and Advantages granted by a power (using the
backwards to the sheer self-sacrifice that overcomes Tri-
Enhanced Trait effect) appear both in the listing for that
gon with the light of goodness no evil can resist. The GM
power and in the Skills or Advantages section of the
should see to it that there is some way for the heroes to
character in italics. These arent the same skill or advan-
succeedand for the players to figure it out!when it
tage purchased multiple times, instead theyre included
comes to PLX foes.
under the appropriate headings for ease of reference.
Overall, the characters should be easy to decipher, but the
The Offense section of a character includes short-hand
notes above should help if something is unclear. If a character
notations about the characters attack values and pow-
breaks any of the guidelines above, that will be made clear in
ers. This section does not list all the information about
the characters entry either with notes called out using aster-
those powers and may not even include all of the pow-
isks or with information in that characters Powers & Abilities
ers or abilities that character is capable of using. Be sure
section.
to look at the full write-up of the characters powers and

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Heroes & Villains

l-z
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Lady Shiva Sandra Wu-Sans life as Lady Shiva began when the life of
her sister, Carolyn, ended. Sandra pursued Carolyns killer to
a hideout of the League of Assassins, but instead of wreak-
ing vengeance, she was soundly defeated by David Cain. In
return for sparing her life, Cain demanded that she bear his
child, who also would be trained in the special ability shared
by Sandra and her sisterto predict their opponents moves.
Sandra agreed to his demand, taking full advantage the op-
portunity to learn from Cain in order to improve her fighting
skills. Once she gave birth to their daughter, Cassandra, she
returned the favor of the beating Cain gave her at their first
meeting, and left the League to find her own way in the world
as Lady Shiva, free of her obligation and unhampered by the
traditional definition of morality.

During her travels, Shiva met Richard Dragon and Ben Turner,
two other aspiring young martial arts masters. She joined
with them to fight crime as mercenary agents purely for
the thrill and danger of that adventurous lifestyle, but when
Turner disappeared and Dragon retired, Shiva once again
wandered alone.

Shiva played an important role in shaping the career of the


Question. She was hired to rid Hub City of the Question, and
beat him half to death fulfilling her assignment. Her em-
ployer, the corrupt Reverend Hatch, had his thugs finish the
job and dump the Question into the river. Intrigued by his
prowess and his refusal to kill, Shiva decided to rescue the
Question from the brink of death and asked Richard Dragon
to train and rebuild him both physically and spiritually. Shiva
returned to Hub City several times and showed an active in-
terest in the Questions development.

Lady Shiva opposed Batman and his allies on many occasions,


but she also helped them, most notably training Batman after
his crippling back injury at the hands of Bane. As might be
expected, Shivas training methods involved breaking down
Batman and pushing him to use lethal force, and she was sat-
isfied only after being tricked into thinking he had done so.
Shiva also trained the third Robin, Tim Drake, in the use of the
bo staff when the two became temporary allied in order to
oppose the terrorist King Snake.

Things finally came full circle for Shiva when her daugh-
ters fighting prowess as Batgirl attracted her attention. The
two fought a series of death matches, during the course of
which Shiva tried several times to break Cassandra free from
her guilt-induced vow of non-killing. Shiva revealed their
relationship to Cassandra and expressed her hope that her
daughter would be the one strong enough to finally kill her.
In their last duel, Cassandra dealt Shiva a mortal wound and
left her literally on the precipice of life and death, hanging
over a Lazarus Pit.

Lady Shiva survived their encounter and was reborn in the


Lazarus Pit, but this incarnation appeared to be the Shiva
of old, as she attempted to mold Black Canary in her own
image and tested the mettle of the new Question, Renee
Montoya.

Real Name: Sandra Wu-San


Occupation: Assassin
Base: Mobile

8 Heroes & Villains, Vol. 2


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Lady Shiva PL14
STR STA AGL DEX FGT INT AWE PRE Offense
3 4 7 7 16 4 8 5 Initiative +11

Powers Leopard Blow +22 Close, Damage 6, Crit. 16-20

Body Reading: Enhanced Advantage 1 (Uncanny Dodge), Unarmed +22 Close, Damage 3, Crit. 19-20
Enhanced Defenses 8 (Dodge 4 and Parry 4), Resistible by Defense
Will; Senses 1 (Danger Sense) 6 points
Leopard Blow: Strength-based Damage 3, Enhanced Dodge 16/20* Fortitude 10
Advantage 3 (Improved Critical 3) 6 points Parry 16/20* Toughness 8/4**
Advantages Will 14
Agile Feint, Assessment, Close Attack 4, Daze (Intimidation), *Includes Enhanced Defenses 4, Resistible by Will. **Without Defensive Roll.
Defensive Attack, Defensive Roll 4, Evasion, Favored Foe Power Points
(Martial Arts Masters), Grabbing Finesse, Great Endurance,
Improved Critical 3 (Leopard Blow), Improved Critical (Unarmed, Abilities 108 Skills 46
adds to Leopard Blow), Improved Defense, Improved Powers 12 Defenses 21
Initiative, Improved Trip, Languages 3 (Cantonese, Japanese,
Advantages 38 Total 225
Mandarin, Vietnamese), Power Attack, Precise Attack (Close;
Concealment), Ranged Attack 7, Ritualist, Skill Mastery Complications
(Insight), Startle, Takedown 2, Trance, Uncanny Dodge
Obsession: Lady Shiva is driven to perfect her martial-arts
Skills skills.
Acrobatics 8 (+15), Athletics 11 (+14), Close Combat: Unarmed Relationship: Shiva has some level of maternal feelings for her
2 (+18), Expertise: Magic 4 (+8), Expertise: Streetwise 10 (+14), daughter, Cassandra Cain.
Insight 16 (+24), Intimidation 11 (+16), Investigation 6 (+10),
Perception 10 (+18), Stealth 8 (+15), Treatment 6 (+10) sufficiently to overcome the defense bonuses provided by
her Body Reading power. At the Gamemasters discretion, a
Deception check might substitute for Will, and feints (either
Personality
via Deception or advantages and other skills) affect Lady
Lady Shiva displays supreme confidence in her skills and rec- Shivas Body Reading bonuses the same as her normal Dodge
ognizes no greater standard than that of martial perfection. and Parry ranks, although it is difficult to feint against her due
As a result, Shiva appears indifferent to every other societal or to her considerable Insight rank and Skill Mastery.
moral code. She does not go out of her way to kill her oppo-
Her Ritual advantage and (relatively minor) knowledge of
nents; rather, she simply considers most life too unimportant
Asian magic allow Lady Shiva to provide occasional surprises;
to bother restraining her lethal techniques.
as a non-player character, the GM can use Shivas abilities to
While Shivas amorality and violence has earned her the moniker work unusual and mysterious powers into the story to main-
goddess of destruction, she does make exceptions, sparing cer- tain her aura of menace and keep the players from thinking
tain opponents and then training and cultivating their martial- they know all of Lady Shivas secrets.
arts skills. This aspect of Shiva may seem strangely at odds with
her otherwise cold, callous demeanor, but Shiva is very selective Allies
in choosing who she trains. Her ultimate motivation is to find a
martial artist capable of challenging her, and those who dont The League of Assassins often calls upon Lady Shivas ser-
show the potential to reach her level do not interest Shiva. vices, and she has been an occasional member of that orga-
nization over the years. She will also take interest in certain
Powers & Abilities young fighters and unexpectedly lend them her aid, having
formed brief, uneasy alliances with the Birds of Prey and Black
Lady Shivas martial-arts skills border on the superhuman,
Canary in particular, the Question, Tim Drake, and Cassandra
and she is almost universally considered the worlds preemi-
Cain. Lady Shiva also shares a special bond with former com-
nent martial artist. What elevates Shiva above nearly every
panions Richard Dragon and Ben Turner, showing them the
other practitioner is her unrivaled insight and awareness. Like
respect given only to near-equals.
her daughter, Cassandra Cain, Shiva can read the movements
of her opponents with supernatural accuracy, allowing her Enemies
to predict their actions. Shiva also possesses knowledge of
esoteric Eastern medicine that allows her to perform medical Lady Shivas work for the League of Assassins often brings
miracles, even resurrecting the newly deadthough the lat- her into conflict with various heroes, particularly the Batman
ter feat requires significant preparation time. and his allies. Her independent nature prevents Shiva from
remaining with the League for any extended period, and she
Opponents fighting Lady Shiva can check Will against a dif- periodically must fend off League members sent to punish
ficulty equal to her Insight bonus (24) in order to surprise her her for going independent.

Heroes & Villains, Vol. 2 9


Andre Nutter (order #3338244) 1
League of Assassins
Base: Many worldwide
Current Members: Ra- s al Ghu- l (leader), Whisper ADaire, Alpha, David Cain, Doctor Moon, Merlyn, Onyx,
Professor Ojo, Prudence, the Seven Men of Death, Talia al Ghu- l, the White Ghost
Former Members: Bronze Tiger, Ebeneezer Darrk, the Expediter, Lady Shiva, Nyssa al Ghu- l, The Sensei
Headquarters: Worldwide

The League of Assassins was founded hundreds of years ago After Nyssa al Ghl killed her father, she founded her own
by the immortal Rs al Ghl as part of his large and shadowy League of Assassins and lured Cassandra Cain away from the
organization known only as the Demon. As Rs al Ghls role she had chosen as Batgirl to lead the new League. After
own name meant the Demons Head, the league he founded the League assisted the Society of Super Villains in a world-
chose to call itself the Demons Fang. wide prison break, Cassandra Cain abandoned the League

and control was retaken by Rs al Ghls other daughter Talia,
Over the centuries, the League was responsible for thousands who had Nyssa killed by Lady Shiva as part of her preparation
of killings, the payment for each murder adding to the vast to resurrect her father.
coffers of the Demon. Some League assassins followed the
orders and methods of Doctor Ebeneezer Darrk, who used Following his rebirth, Rs al Ghl has seized control of the
ambushes and deathtraps, while others trained in martial League of Assassins, and despite a blow dealt to the organi-
arts under the tutelage of Rs al Ghls father, the immortal zation by Tim Drake in his Red Robin guise, the Demon con-
Sensei. The League marked for death any member assassin tinues to use his Fangs to spread death and terror around the
who failed in his mission, given as targets to apprentices hop- globe.
ing to qualify for League membership. Other League hope-
fuls were initiated into its ranks after they successfully made
a major killing in public, as when the assassin known as the
Alpha
Hook killed circus acrobat Boston Brand (leading to the birth
A naturally skilled martial arts prodigy, Michael Summers
of Deadman); Hook would later go on to join the Leagues
joined the League of Assassins and was named Alpha by Da-
elite as one of Rs al Ghls Seven Men of Death.
vid Cain. Cain then assigned Alpha to help train his daughter
The Demons Head requires the League to supply members for Cassandra to be the ultimate assassin. Going underground
and train the Tribe of Ubu, his personal protectors. Yet in hopes after his task was complete, he surfaced years later in Gotham
of creating an even more loyal and capable bodyguard, Rs City, where he planted a nuclear bomb intending to both
al Ghl assigned League assassin David Cain to a long-term blackmail and destroy the city. Cassandra in her guise as Bat-
project that led to Cain recruiting the deadly Lady Shiva and girl thwarted his plan.
fathering a daughter, Cassandra. Cassandra Cain was raised by
When Nyssa al Ghl formed her new League of Assassins, she
her father to be the Demons personal guard, assisted in her
chose Lady Shiva to train her deadliest protgs, including
training by a member of the League named Alpha.
Alpha. When Cassandra Cain was nearly killed saving Alpha
and Shiva from the insane assassin Mad Dog, Alpha consid-
Alpha PL9 151 points ered whether he was destined to forever remain a killer... but
disappeared before making a final determination.
Abilities: Str 2 Sta 3 Agl 4 Dex 3 Fgt 8 Int 2 Awe 1 Pre 2
Powers: Assassins Strike Strength-based Damage 4,
Penetrating 4; Trigger Man Multiattack on handguns with a
David Cain
Damage of 4 or less
One of the best assassins in the world, David Cain trained
Equipment: Dual Desert Eagles Ranged Damage 4 a young Bruce Wayne in deadly techniques. As Batman,
Advantages: Accurate Attack, All-out Attack, Assessment, Wayne chose not to use those skills. Brought into the League
Benefit 8 (Alternate Identity 4, Cipher 4), Close Attack 4, Defensive of Assassins by Rs al Ghl himself, Cain was asked to train
Roll 2, Equipment 4, Evasion, Great Endurance, Improved an ultimate warrior to be al Ghls bodyguard. In order to
Aim, Improved Critical 3 (Assassins Strike), Improved Disarm, begin with a blank slate, Cain fathered a daughter named
Improved Initiative, Improved Trip, Instant Up, Move-by Action, Cassandra with the deadly Lady Shiva and raised the girl to
Precise Attack (Ranged; Cover), Quick Draw, Ranged Attack 4 be a killer.
Skills: Acrobatics 10 (+14), Athletics 6 (+8), Deception 8 (+10),
Shortly after the point at which Cassandra refused to finish
Insight 5 (+6), Intimidation 8 (+10), Perception 7 (+8), Ranged
her training, Cain was hired by Two-Face and traveled to Go-
Combat: Dual Desert Eagles 4 (+7)
tham City to assassinate Gotham Police Commissioner Gor-
Offense: Initiative +8, Assassins Strike +12 (Damage 6, don. Cassandra, who had come to Batman to finish her train-
Penetrating, Critical 17-20), Dual Desert Eagles +11 (Ranged ing, stopped Cain. Soon thereafter, Cain framed Bruce Wayne
Multiattack Damage 4) for murder to test whether Batman was worthy to train his
Defense: Dodge 12, Parry 13, Fortitude 8, Toughness 5/3*, Will daughter. When Cain felt Batman had proven himself, he
10 * Without Defensive Roll. turned himself in and went to prison.
Totals: Abilities 50 + Powers 12 + Advantages 38 + Skills 24 + Though Cain has been captured and sent to prison multiple
Defenses 27 = 151 times since, he has demonstrated that he can escape at will

10 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
David Cain PL11 181 points
Abilities: Str 3 Sta 3 Agl 5 Dex 6 Fgt 14 Int 4 Awe 2 Pre 4
Powers: Nerve Strike Affliction 6 (Resisted by Fortitude; Dazed,
Immobile, Paralyzed), Spine Snap Strength-Based Damage 1
Equipment: Binoculars, Flash-bang Grenade (Burst Area
Dazzle 4), Heavy Pistol (Ranged Damage 4), Knife (Damage 1,
piercing), Night-vision Goggles, Silenced Sniper Rifle (Ranged
Damage 5, Critical 19-20, Subtle)
Advantages: Chokehold, Defensive Roll 5, Diehard, Equipment
8, Fast Grab, Fearless, Grabbing Finesse, Great Endurance,
Hide in Plain Sight, Improved Aim, Power Attack, Precise
Attack (Ranged; Cover), Prone Fighting, Range Attack 4, Seize
Initiative, Startle, Uncanny Dodge, Weapon Bind
Skills: Acrobatics 6 (+11), Athletics 9 (+12), Deception 7 (+11),
Expertise: Combat Instruction 10 (+14), Insight 10 (+12),
Intimidation 14 (+18), Perception 10 (+12), Stealth 5 (+10),
Technology 5 (+9), Vehicles 2 (+8)
Offense: Initiative +5, Flash-bang Grenade +10 (Burst Area
Dazzle 4), Heavy Pistol +10 (Ranged Damage 4), Nerve Strike
+14 (Affliction 6), Silenced Sniper Rifle +10 (Ranged Damage 5,
Critical 19-20, Subtle), Spine Snap +14 (Damage 4)
Defense: Dodge 9, Parry 14, Fortitude 12, Toughness 8/3*, Will
10 * Without Defensive Roll.
Totals: Abilities 82 + Powers 7+ Advantages 32 + Skills 39 +
Defenses 21 = 181

when his plans require itespecially to check on or manipu-


late his daughter.

Doctor Moon
Doctor Moon was among the first of Rs al Ghls minions
discovered by Batman, when the Demon ordered Moon to
kill a target and steal the brain so that the League of Assas-
Doctor Moon PL8 128 points
sins could extract the dead mans secrets. An expert in medi- Abilities: Str 0 Sta 2 Agl 1 Dex 2 Fgt 1 Int 6 Awe 2 Pre 2
cine and psychology, Moon served the League and pursued
his own agendas, hired by villains such as Doctor Cyber and Powers: Interrogation Kit: Array (16 points), Easily Removed
(Truth Serum: Affliction 8 (Resisted by Will; Dazed, Compelled,
government agencies including Task Force X and the Institute
Controlled; Progressive; Limited to answering questions),
for Metahuman Studies task force known as the Captains of
Tranquilizer: Affliction 5 (Resisted by Fortitude; Dazed,
Industry.
Exhausted, Asleep; Progressive), Paralytic: Affliction 5
After Dr. Moon became intimate with the villainess Phobia, (Resisted by Fortitude; Dexterity Impaired, Dexterity Disabled,
the couple became notorious for kidnapping and torturing Paralyzed; Progressive), Taser: Damage 4 Linked to Affliction 4
their fellow villains as often as helping them. When Manhunt- (Resisted by Fortitude; Dazed, Stunned, Incapacitated)
er invaded one of the pairs underground clinics, Dr. Moon Equipment: Handcuffs, Medical Bag, Restraints, Scalpels
was severely wounded in his own ambush. While his wounds (Damage 1, critical 19-20)
appeared fatal, given Dr. Moons expertise in medicine and Advantages: Connected, Eidetic Memory, Equipment
experience in swapping brains from body to body, it is likely 1, Fearless, Improvised Tools, Inventor, Ultimate Effort
he will survive to serve the League of Assassins again. (Intimidation)
Skills: Close Combat: Interrogation Kit 7 (+8), Close Combat:
Merlyn Scalpels 10 (+11), Deception 8 (+10), Expertise: Medicine
9 (+15), Expertise: Neurosurgery 10 (+16), Insight 5 (+7),
The expert archer who inspired Oliver Queen to take up ar- Intimidation 14 (+16), Perception 8 (+10), Persuasion 12 (+14),
chery, Merlyn would meet Queen again after Queen became Technology 7 (+13), Treatment 10 (+16)
Green Arrow and Merlyn was revealed as a member of the Offense: Initiative +1, Taser +8 (Damage 4), Scalpel +11
League of Assassins. When Green Arrow defeated Merlyn, the (Damage 1), Tranquilizer +8 (Affliction 5, Progressive, Paralytic
assassin was ejected from the League of Assassins and forced (Affliction 5, Progressive)
to undertake a career as a freelance killer, on the run from Defense: Dodge 8, Parry 10, Fortitude 6, Toughness 2, Will 10
those who aspired to prove themselves to the League by kill-
ing him. Totals: Abilities 32 + Powers 11 + Advantages 7 + Skills 50 +
Defenses 28 = 128

Heroes & Villains, Vol. 2 11


Andre Nutter (order #3338244) 1
Over the years, Merlyn joined the Injustice League to avenge
himself upon Green Arrow, and was hired by the 100 to attack
Black Lightning. He also formed a group called the Killer Elite
with other freelance assassins and kept up his skills as coach
of the Zandian national archery team.

Though unsuccessful in eliminating Green Arrow or Batman,


Merlyn pursued his rivalry with them doggedly enough to be
called upon once again by the League of Assassins, first hired by
David Cain to help train his daughter Cassandra and later paid
by the Sensei to take part in a plot against Rs al Ghl himself.

Prudence
Prudence was a young and headstrong member of the
League of Assassins who led a team sent out to assist Red
Robin as he journeyed around the world seeking the truth
behind Batmans alleged death. Headstrong and deadly, Pru-
dence often charged into battle against Red Robins wishes
until she got her throat slit in an attack by Widower and the
Council of Spiders. When Red Robin was given control of the
League of Assassins by Rs al Ghl, Prudence became one of
his most loyal followers, and even helped protect Red Robin
when the League marked him and all his allies in Gotham City
for death. The repercussions of her actions after she returned
to Rs al Ghl and the League remain unknown.

The White Ghost


For more than a hundred years, the White Ghost of the League
of Assassins was Rs al Ghls son Dusan, charged with pre-
serving the legacy of the Demon and ensuring his immortal-
ity. After the Demon died, the White Ghost sacrificed himself
so that Rs al Ghl could be reborn in the White Ghosts body.
Shortly thereafter, Red Robin encountered a new White Ghost
in command of the Cradle, the Leagues base beneath the
Merlyn tPL9 126 points Turkish deserts. The new White Ghost, a scarred albino, has
been charged by Rs al Ghl to be the hand of the Demon,
Abilities: Str 2 Sta 2 Agl 4 Dex 4 Fgt 4 Int 1 Awe 1 Pre 1 protecting the League from threats such as the upstart assas-
Powers: Jumpjet Quiver (Leaping 5; Removable) sins of the Council of Spiders.

Equipment: Bow & Arrows 12-point Array, Easily Removable


(Hail of Arrows (Ranged Damage 4, Multiattack), Depleted Prudence PL7 101 points
Promethium Broadhead Arrows (Ranged Damage 4,
Penetrating 4), Sharpshooter Arrows (Ranged Damage 4, Abilities: Str 3 Sta 2 Agl 3 Dex 3 Fgt 5 Int 1 Awe 3 Pre 1
Extended Range 1)) Equipment: Dual Submachine Guns (Ranged Multiattack
Advantages: Accurate Attack, All-out Attack, Defensive Roll Damage 4), Holdout Pistol (Ranged Damage 2), Knife (Damage
4, Equipment 3, Evasion, Improved Aim, Improved Critical 2 1, piercing, Critical 19-20), Kevlar Vest (Protection 4, Limited to
(Master Archer), Improved Initiative, Power Attack, Precise Ballistic, Subtle)
Attack (Ranged; Cover), Quick Draw, Ranged Attack 6 Advantages: All-out Attack, Chokehold, Connected, Diehard,
Skills: Acrobatics 8 (+12), Athletics 8 (+10), Close Combat: Equipment 7, Improved Initiative, Improvised Weapon, Seize
Unarmed 10 (+14), Deception 7 (+8), Expertise: Assassin 9 Initiative
(+10), Perception 11 (+12), Ranged Combat: Master Archer 4 Skills: Acrobatics 5 (+8), Athletics 8 (+10), Close Combat:
(+8), Stealth 7 (+11) Unarmed 5 (+10), Close Combat: Knife 4 (+9), Deception 6 (+7),
Offense: Initiative +8, Hail of Arrows +14 (Ranged Damage 4, Intimidation 8 (+9), Perception 4 (+7), Ranged Combat: Guns 7
Multiattack, Critical 18-20), Depleted Promethium Broadhead (+10), Stealth 6 (+9), Vehicles 4 (+7)
Arrows (Ranged Damage 4, Penetrating 4, Critical 18-20), Offense: Initiative +7, Dual Submachine Guns +10 (Ranged
Sharpshooter +14 (Ranged Damage 4, Extended Range 1, Multiattack Damage 4), Holdout Pistol +10 (Ranged Damage 2),
Critical 18-20), Unarmed +14 (Close Damage 2) Knife +9 (Damage 1, Critical 19-20), Unarmed +10 (Damage 3)
Defense: Dodge 12, Parry 10, Fortitude 10, Toughness 6/2*, Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 6/2*, Will 6
Will 8 * Without Defensive Roll. * Without Kevlar Vest.
Totals: Abilities 38 + Powers 4 + Advantages 23 + Skills 32 + Totals: Abilities 42 + Powers 0 + Advantages 14 + Skills 28 +
Defenses 29 = 126 Defenses 17 = 101

12 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The White Ghost PL11 166 points
Abilities: Str 3 Sta 5 Agl 4 Dex 3 Fgt 10 Int 2 Awe 4 Pre 4
Powers: Fatal Strike (Strength-based Damage 2)
Equipment: Demons Fang Kukri (Improved Critical 3,
Removable)
Advantages: Agile Feint, Assessment, Benefit (Cipher), Close
Attack 5, Daze (Intimidation), Defensive Attack, Defensive
Roll 5, Equipment 1, Extraordinary Effort, Evasion, Fascinate
(Intimidation), Fearless, Leadership, Move-by Action, Power
Attack, Takedown, Trance, Uncanny Dodge
Skills: Acrobatics 12 (+16), Athletics 10 (+13), Close Combat:
Demons Fang Kukri) 4 (+14), Close Combat: Fatal Strike 2
(+12), Close Combat: Unarmed 4 (+14) , Deception 10 (+14),
Expertise: Poisons 9 (+11), Insight 9 (+13), Intimidation 14
(+18), Perception 6 (+10), Sleight of Hand 12 (+15), Stealth
8 (+12)
Offense: Initiative +4, Demons Fang +19 (Damage 3, Crit
17-20), Fatal Strike +17 (Damage 5), Unarmed +19 (Damage 3)
Defense: Dodge 10, Parry 10, Fortitude 8, Toughness 10/5*,
Will 12 * Without Defensive Roll.
Totals: Abilities 70 + Powers 2 + Advantages 27 + Skills 50 +
Defenses 17 = 166

Those Who Leave the League Must Kill or Be Killed!


The archer Merlyn is one of the few members to leave the ranks of the League of Assassins and be welcomed back into the
fold. Many others have left and quickly been killed by the Leagueand a very few have left and survived.

Lady Shiva
Already deadly before she was recruited into the League by David Cain, the woman who became Lady Shiva left the
League the day she gave birth to Cains daughter Cassandra, leaving the girl behind as she set out to become the deadliest
woman in the world. Her skill has protected her from the vengeance of the League, and she even helped Batman strike
back at the League when Rs al Ghl released the deadly disease known as the Clench into Gotham City.

Bronze Tiger
Master martial artist Ben Turner was captured by the League and brainwashed into a new masked identity, the Bronze
Tiger, and given no compunctions about killing. When it was discovered that Turner was the man beneath the mask of
the Tiger, Rick Flag led a rescue mission that brought him back to be deprogrammed by Amanda Waller, who would later
make Turner and the Bronze Tiger part of the Suicide Squad.

Cassandra Cain
Raised from birth to be the perfect weapon, Cassandra Cain left the League and put herself into Batmans hands, who
trained her in nonlethal combat and gave her the identity of Batgirl. Later Cain left Batmans protection and the Batgirl
costume to lead Nyssa al Ghls splinter of the League, only to abandon it soon thereafter to seek her own life and identity.

Whisper Adaire and Kyle Abbot


Given a serum by Rs al Ghl that allowed them to change shape, Adaire and Abbot were members of the League for
many years until they revealed that their true loyalty was to the underworld religion known as the Cult of Cain. Adaire is
now the leader of the Cult, and Abbot her second-in-command.

Onyx
For a time after leaving the League, Onyx pursued a life of peace in an isolated monastery where Green Arrow once
trained. When the monastery was attacked, Onyx called upon Green Arrow for help. Later, Onyx journeyed to Star City to
help Green Arrow defeat a threat to his home, and then was given permission by Batman to operate as an independent
vigilante in Gotham City.

Heroes & Villains, Vol. 2 13


Andre Nutter (order #3338244) 1
Legion of Super-heroes

The Legion of Super-Heroes (LSH) was founded by three teen- conquer the entire universe. Transporting the planet Daxam
agers, Rokk Krinn, Garth Ranzz and Imra Ardeen, when they to a yellow-sun system, Darkseid granted the Daxamites
saved multi-billionaire R.J. Brande from an assassination at- powers similar to Superman, and with them under his thrall,
tempt. Inspired by the legend of Superman and with finan- battled the Legion. Darkseid lost control of his Daxamite army
cial aid from Brande, the trio took the codenames of Cosmic and conceded defeat, but not before cursing the Legion with
Boy (see Vol. 1), Lightning Lad and Saturn Girl, and founded an inner darkness that would eventually destroy them.
a team unlike any other in Earth history; a team that repre-
sented Diversity, Unity and Tolerance, to protect all planets In their own attempt to rule the universe, villains Mordru and
and all races of the thirty-first century. Eventually teenagers Glorith instigated the Magic Wars. Unbeknownst to Mordru, Glo-
from across the galaxy journeyed to Earth in a bid to join the rith planned on betraying him, using his power to aid her own
Legion during their annual tryouts, creating a super hero scheme to rule all of time and to rewrite the universe to her own
team with a membership that outstripped the ranks of even whims. With the entire United Planets plunged into a galactic
the legendary Justice League in its heyday. Deputized by the war, the Legion succeeded in preventing the villains plans from
Science Police, they became a legitimate branch of law en- seeing fruition, but the United Planets suffered an economic cri-
forcement on Earth and within the United Planets. sis from which it would take years to extricate itself.

The Legion of Super-Heroes has traveled through time, faced Conditions on Earth had deteriorated when, using his discov-
some of the universes greatest villains, and has been instru- ery in the Antarctic of a lost tablet which claimed that the
mental in preventing some of the worst calamities of their worlds greatest hero Superman was originally born on Earth
era. Their first adventure with time travel was to prevent the and not Krypton, Earth Man (Kirt Niegrigh) led a movement
Time Institute from viewing the Creation of the Universe, to have all aliens deported from Earth. Bigotry and racism
which was quickly followed by a journey back in time to enlist grew until EarthGov seceded from the United Planets, out-
Superboy into their ranks. lawed all aliens, and disbanded the Legion of Super-Heroes.
Earth Man united with other super-powered humans who
During the Great Darkness, Darkseid (see Vol. 1) awoke from were rejected from various Legion tryouts to form the Justice
suspended animation, and using inanimate matter, created League of Earth and hunted down any remaining Legion-
reverse clones of heroes from the past as part of a plan to naires. Brainiac 5 (see Vol. 1) retrieved Superman from the

14 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Base: Metropolis, Earth, thirty-first century
Current Members: Blok, Brainiac 5 (Querl Dox), Chameleon Boy (Reep Daggle), Chameleon Girl (Yera Allon),
Colossal Boy (Gim Allon), Cosmic Boy (Rokk Krinn), Dawnstar, Dream Girl (Nura Nall), Earth-Man/Absorbency Boy
(Kirt Niegrigh), Element Lad (Jan Arrah), Gates (Tijulk Mrasz), Invisible Kid II (Jacques Foccart), Karate Kid (Val
Armorr), Lightning Lad (Garth Ranzz), Lightning Lass/Light Lass (Ayla Ranzz), Mon-El (Lar Gand), Night Girl
(Lydda Jath), Phantom Girl (Tinya Wazzo), Polar Boy (Brek Bannin), Saturn Girl (Imra Ardeen), Sensor Lass
(Princess Projectra Windzzal), Shadow Lass (Tasmia Mallor), Star Man (Thom Kallor), Sun Boy (Dirk Magnor),
Shrinking Violet (Salu Digby), Quislet, Tellus (Ganglios), Timber Wolf (Brin Londo), Tyroc (Troy Stewart),
Ultra Boy (Jo Nah), Wildfire (Drake Burroughs), Xs (Jenni Ognats)
Former Members: Atmos (Marak Russen), Bouncing Boy (Chuck Taine), Chemical King (Condo Arlick),
Ferro Lad (Andrew Nolan), Invisible Kid I (Lyle Norg), Karate Kid I (Val Amorr), (Kid Psycho (Gnill Opril),
Matter-Eater Lad (Tenzil Kem), Superboy (Clark Kent/Kal-El), Supergirl (Kara Zo-El), Triplicate Girl/Duo Damsel/
Duplicate Girl (Luornu Durgo), White Witch/Black Witch (Mysa Nal)
Headquarters: Legion Headquarters
Vehicles: Legion Cruiser

twenty-first century, and together with what remained of the Boy married his long-time girlfriend Duplicate Damsel (Luor-
Legion, defeated the new Justice League and heralded the nu Durgo) (see Vol. 1), and the pair retired from active service
return of Earth into the United Planets. to head the Legion Academy, where they helped train future
The Legion of Super-Heroes have faced countless foes includ- members of the Legion.
ing Darkseid, the Dark Circle, the Fatal Five (see Vol. 1), Glo- Chuck is a jovial and lighthearted man, eager to use his
rith, Grimbor the Chainsmith, the League of Super-Assassins, abilities to help those in need. He is reliable and loyal to his
the Legion of Super-Villains, Mordru, Pulsar Stargrave, and friends, and he loves his wife dearly, proving to be an atten-
the Taurus Gang. Fortunately, they can call upon the Science tive and romantic husband.
Police, the United Planets, the Wanderers, and the Heroes of
Lallor for assistance.
Bouncing Boy PL10 92 points
HQ: Legion Headquarters 18 points
Abilities: Str 1 Sta 3 Agl 0 Dex 0 Fgt 1 Int 1 Awe 1 Pre 0
Size: Gargantuan Tou 14 Features: Combat Simulator,
Powers: Inflated Rubber Ball Form (Sustained; Enhanced
Communications, Computer, Gym, Hangar, Holding Cells,
Advantage 7 (Defensive Roll 5, Improved Initiative, Move-by
Infirmary, Laboratory, Library, Living Space, Workshop
Action), Enhanced Skill 10 (Acrobatics +20), Leaping 5 (250ft.),
Movement 1 (Safe Fall), Protection 6 (Limited to Physical
Vehicle: Legion Cruiser 66 points
Attacks Only); Rebound Slam (Array (Limited to Only Usable
Size: Gargantuan Str 14 Speed 14 Def 2 Tou 11, Features: with Move-by Action), Strength-based Damage 10, AE:
Navigation System, Blaster Canons (Ranged Damage 12), Strength-based Burst Area Damage 5))
Space Travel 3
Equipment: Flight Ring (Communication 5 (subspace radio,
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
Bouncing Boy Telepathic Ear Plug (Comprehend 3 (Languages), Mental
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
Support, except for starvation and thirst))
Chuck Taine, a young teenager from Earth, gained his super-
human powers when he accidently drank an experimental Advantages: Beginners Luck, Benefit (Legion Membership),
super-plastic formula instead of soda pop, thus developing Defensive Attack, Defensive Roll 5, Equipment 8, Improved
Initiative, Inspire 2, Interpose, Move-by Action, Power Attack
the ability to inflate like a balloon and bounce off walls, floors
and ceilings. Taking the name Bouncing Boy, Chuck failed to Skills: Acrobatics 10 (+20), Close Combat: Ricochet Slam Array 8
gain membership in the Legion of Super-Heroes on his first (+9), Expert: Earth 5 (+6), Expert: Instruction 8 (+9), Perception
attempt. Later, he helped Saturn Girl defeat an electrically 4 (+5), Persuasion 5 (+5), Vehicles 4 (+4)
powered super-villain, which resulted in his acceptance into Offense: Initiative +4, Ricochet Slam +9 (Close, Damage 11)
the Legion. Serving the Legion of Super-Heroes well, Bounc-
Defense: Dodge 6, Parry 6, Fortitude 3, Toughness 14, Will 4
ing Boy proved that his super powers were neither trivial nor
meaningless. His most common tactic was to bowl over ad- Totals: Abilities 14 + Powers 32 + Advantages 15 + Skills 17 +
versaries, allowing his rubber-like inflated skin to shrug off Defenses 14 = 92
most injuries. Bouncing Boy proved his worth as an inspi- Complications: MotivationResponsibility: Bouncing
rational teammate and a skilled combatant, though he was Boy recognizes that his powers can do some good and helps
particularly susceptible to having his powers removed. After out however he can. Relationship: Bouncing Boy is deeply
a career that brought well-deserved recognition, Bouncing devoted to his wife, Duplicate Damsel.

Heroes & Villains, Vol. 2 15


Andre Nutter (order #3338244) 1
Mon-El PL13 255 points Mon-El
Abilities: Str 18 Sta 13 Agl 2 Dex 2 Fgt 8 Int 4 Awe 3 Pre 3 A traveler from the twentieth century, Lar Gand hails from the
Powers: Flight (Array, Flight 15, AE: Speed 15, AE: Movement planet Daxam, which orbited a red sun similar to that of Kryp-
1 (Space Travel 1)), Heat Vision (Ranged Damage 13), ton. An astronaut and explorer, Lars spaceship crash-landed
Invulnerability (Protection 4, Impervious Toughness 17, in Smallville after his ships fuel cells were damaged by a solar
Immunity 5 (cold, heat, pressure, radiation, vacuum), Power- flare. Suffering from amnesia and developing powers similar
Lifting (Enhanced Strength 4, Limited to Lifting), Super- to Supermans as a result of exposure to Earths yellow sun, Lar
Senses (Senses 14 (Extended Hearing, Extended Vision 3, was discovered by Clark Kent. Mistaking him for a fellow Kryp-
Infravision, Microscopic Vision 4, Ultra-hearing, Vision Penetrates tonian and thus a possible relative, Clark named him Mon-El
Concealment (except lead), Super-Speed (Quickness 7) until his real name could be discovered. Following an acci-
Equipment: Flight Ring (Communication 5 (subspace radio, dental exposure to lead, a substance that is fatal to Daxam-
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH); ites, Lars memories returned. Aware that his friend was dying
Telepathic Ear Plug (Comprehend 3 (Languages), Mental from the toxic substance, Clark sent Lar to the Phantom Zone
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life in a bid to save his life.
Support, except for starvation and thirst))
Several years later, Mon-El was released from the Phantom
Advantages: Benefit (Legion Membership), Equipment 8, Zone by Superman and provided with a lead serum that
Extraordinary Effort, Inventor, Power Attack, Seize Initiative, had been secretly left in the past by Legion of Super-Heroes
Ultimate Effort (Toughness checks). members. Mon-El served as a super hero in the twenty-first
Skills: Expertise: Daxam 5 (+9), Expertise: Medicine 8 (+12), century for some time, and even helped humanity colonize
Expertise: Phantom Zone 5 (+9), Expertise: Science 5 (+9), the worlds that would eventually become members of the
Ranged Combat 8 (+10), Technology 5 (+9), Treatment 8 (+12) United Planets in accordance with instructions left for him by
Offense: Initiative +2, Heat Vision +10 (Ranged Damage 13), the Legion of the Super-Heroes. Eventually Mon-El became
Unarmed +8 (Close, Damage 18) immune to the effectiveness of the lead serum and had to
return to the Phantom Zone, where he lived on in the time-
Defense: Dodge 9, Parry 8, Fortitude 14, Toughness 17, Will 12
less limbo.
Totals: Abilities 106 + Powers 96 + Advantages 14 + Skills 22 +
Defenses 17 = 255 Centuries later a new serum was created for Mon-El by Brai-
niac 5 (see Vol. 1), and he was freed from the Phantom Zone
Complications: MotivationDoing Good: Mon-El is driven
to join the Legion of Super-Heroes. Recognized as one of the
to do the right thing and help however he can. Relationship:
Mon-El and Shadow Lass care deeply for one another.
three most powerful members of the Legion, he even served
Weakness: Mon-El (periodically) suffers from a weakness two terms as team leader. Lar fell in love with Shadow Lass
to lead which is identical to Supermans weakness to Green (Tasmia Mallor) and the pair married, but had a rocky relation-
Kryptonite. (See the Kryptonite sidebar on page 218.) ship despite their love for each other. Their marriage ended
tragically when Mon-El died during the Magic Wars. He was
resurrected by the Time Trapper to be used as a replacement
for the villains own waning body, but Mon-El killed him and
returned to serve with the Legion.

Phantom Girl
Tinya Wazzo is a native of Bgztl, a planet that exists in the
fourth dimension and possesses a link to the Phantom Zone.
Like all her people, Tinya Wazzo is able to phase out of reality
and become insubstantial, but she is the only person from her
world who can interact with this universe. Phantom Girl was
the fifth member to join the Legion of Super-Heroes, and is
an instrumental member of the Legion Espionage Squad. She
has a strong romantic relationship with fellow Legionnaire
Ultra Boy (Jo Nah), and they are quite open in their affection
for each other. Tinya has a bright, bubbly personality, but also
possesses a rebellious streak which is often seen when she
clashes with her mother.

Phantom Girl has developed her powers beyond what the av-
erage Bgztlian is able to achieve. She is able to fly under her
own power when insubstantial, and can phase some portions
of her anatomy while keeping others solid. When insubstan-
tial, Phantom Girl is able to pass through solid objects, and
is invulnerable to most forms of conventional damage. She
can occasionally see into the Phantom Zone, but this power
is unreliable at best.

16 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Phantom Girl PL10 141 points
Abilities: Str 1 Sta 2 Agl 4 Dex 4 Fgt 3 Int 2 Awe 2 Pre 2
Powers: Phantom Flight (Flight 4 (Limited to When
Insubstantial)); Phantom Form (Insubstantial 4 (Precise,
Reaction, Subtle 2); Phantom Hand (Affliction 12 (Resisted
by Fortitude; Dazed, Stunned, Incapacitated); Phantom Sight
(Senses 5 (Accurate, Acute, Ranged Detect (Phantom Zone
Prisoners), Dimensional, Unreliable))
Equipment: Flight Ring (Communication 5 (subspace radio,
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
Telepathic Ear Plug (Comprehend 3 (Languages), Mental
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
Support, except for starvation and thirst))
Advantages: Accurate Attack, Benefit (Legion Membership),
Defensive Attack, Defensive Roll 4, Improved Disarm,
Equipment 8, Improved Grab, Improved Hold, Improved Trip,
Power Attack
Skills: Close Combat: Unarmed 5 (+8), Expertise: Bgtzl 5 (+7),
Expertise: Comics 8 (+10), Expert: History 4 (+6), Stealth 8 (+12),
Vehicles 2 (+6)
Offense: Initiative +4, Phantom Hand +8 (Close, Affliction 12),
Unarmed +8 (Close, Damage 1)
Defense: Dodge 9, Parry 8, Fortitude 6, Toughness 6/2*, Will 6
* Without Defensive Roll.
Totals: Abilities 40 + Powers 47 + Advantages 20 + Skills 16 +
Defenses 18 = 141
Complications: MotivationResponsibility: Phantom
Girl believes its her duty to use her powers to help others.
Relationship: Phantom Girl and Ultra-Boy have been dating
for a long time and are very close.
Polar Boy PL10 130 points
Abilities: Str 2 Sta 4 Agl 2 Dex 3 Fgt 3 Int 2 Awe 2 Pre 1
Tinya is fascinated with the twentieth and twenty-first centu-
ries, and is an avid collector of comics from that era. Powers: Flame Immunity (Immunity 11 (Heat, Fire Attacks
(Limited to Half Effect)); Ice Production (Create Ice (Create 11,

Polar Boy Continuous), AE: Ice Blast (Ranged Damage 11), AE: Ice Snare
(Ranged Cumulative Affliction 11 (Resisted by Dodge; Hindered
and Vulnerable, Defenseless and Immobilized), Extra Condition,
Brek Bannon grew up on Tharr, the hottest world in the United Limited Degree), AE: Icy Surface (Cone Area Affliction 9
Planets with human habitation. The descendents of the origi- (Resisted by Dodge; Hindered and Vulnerable), Extra Condition,
nal colonists developed the ability to generate intense cold Limited Degree 2)); Ice Slide (Platform Flight 5)
to combat the overwhelming heat of their home world. Tak- Equipment: Flight Ring (Communication 5 (subspace radio,
ing the codename Polar Boy, Brek was the youngest person Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
ever to try out for Legion membership, but was rejected be- Telepathic Ear Plug (Comprehend 3 (Languages), Mental
cause he lacked control over his powers. Rather than feeling Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
rejected, Brekk formed his own team, becoming the founder Support, except for starvation and thirst))
and first leader of the Legion of Substitute Heroes. These Sub-
Advantages: Beginners Luck, Benefit (Legion Membership),
stitute Heroes often lent aid to the Legion of Super-Heroes, Defensive Roll 3, Equipment 8, Leadership, Teamwork
but were disbanded when Polar Boy was successful in his bid
to become a Legionnaire. Despite his youthful exuberance, Skills: Expertise: Tharr 5 (+7), Perception 4 (+6), Persuasion 5 (+6),
Polar Boy proved to be a useful member of the LSH, which Ranged Combat (Ice Production Array) 6 (+9), Vehicles 4 (+7)
resulted in him serving a number of terms as a competent Offense: Initiative +2, Ice Blast +9 (Ranged, Damage 11),
and resourceful leader. A compassionate and friendly man, Unarmed +3 (Close, Damage 2)
Polar Boy is deeply dedicated to his teammates and is a quick, Defense: Dodge 10, Parry 8, Fortitude 6, Toughness 7/4*, Will 5
strategic thinker. * Without Defensive Roll.
Polar Boy is able to generate intense levels of cold that he Totals: Abilities 38 + Powers 47 + Advantages 15 + Skills 12 +
can use to encase opponents in ice, create ice or snow slicks, Defenses 18 = 130
ride ice slides, and even create weapons and tools of solid ice. Complications: MotivationRecognition: Polar Boy isnt
Despite his powers, Brek seems to be highly susceptible to a show off, but he wants to be regarded as competent and
catching the common cold. skilled and works hard to achieve that. Driven: Polar Boy is
determined and tenacious. He never gives up once he sets his
mind to something... which can also make him seem stubborn.

Heroes & Villains, Vol. 2 17


Andre Nutter (order #3338244) 1
Sensor Girl
Princess Projectra Windzzal was the heir to the throne of
Orando, a low-technology member world of the United Plan-
ets. She possesses the ability to generate illusions that can af-
fect all five senses. After becoming a member of the Legion of
Super-Heroes, she fell in love with and eventually married Ka-
rate Kid (Val Armorr) (see Vol. 1). Upon the death of the reign-
ing monarch of Orando, Projectra and Karate Kid retired from
active Legion of Super-Heroes membership and returned to
Orando where Projectra took her place as queen.

Shortly after she began her reign, the Legion of Super-Villains


invaded Orando in an effort to use the planet as a vehicle
into another universe. Karate Kid died to save the planet, and
Queen Projectra, ignoring Legion by-laws that forbade kill-
ing, took Nemesis Kids life in retaliation. Resigning from the
Legion at her husbands funeral, Projectra used the warp de-
vice built by the Legion of Super-Villians to transfer Orando to
another dimension, away from further pollution of the 31st
centurys technology and dangers.

Projectras time with the Legion did not end there. The el-
ders of Orando deemed that she should perform a penance
for killing Nemesis Kid. Given further powers to see beyond
the illusions of reality, Projectra was sent back to the main
universe where she rejoined the Legion of Super-Heroes as
Sensor Girl. At first she kept her identity secret even from her

Shadow Lass PL11 139 points


Abilities: Str 1 Sta 2 Agl 4 Dex 5 Fgt 3 Int 3 Awe 5 Pre 2
Sensor Girl PL10 290 points Powers: Shadow Casting (Array), Shadow Bubble
(Concealment 4 (All Visual Sense, Burst Area, Ranged)) Linked
Abilities: Str 1 Sta 2 Agl 4 Dex 4 Fgt 3 Int 4 Awe 7 Pre 8
to Protection 10 (Ranged, Burst Area, Limited to Heat and
Powers: Illusions (Illusion 10 (All Sense Types, Area 5); Super- Radiation Attacks Only), AE: Shadow Field (Concealment 4 (All
Senses (Sense 59 (Accurate and Extended Hearing Type 3, All Visual Senses, Shapeable Area, Ranged) Linked to Protection
Senses Counters Concealment 25 (All Concealment Effects), 10 (Ranged, Shapeable Area, Limited to Heat and Radiation
All Senses Counters Illusion 10, Extended Vision 3, Infravision, Attacks Only), AE: Blind (Resisted by Dodge; Cumulative
Microscopic Vision 4, Vision Penetrates Concealment, Ranged Affliction 10, (Visually Impaired, Visually Disabled,
Postcognition (Unreliable), Radius Vision 2, Ultra-Hearing, Visually Unaware, Concentration))); Darkvision (Senses 2)
Ultra-Vision))
Equipment: Flight Ring (Communication 5 (subspace radio,
Equipment: Flight Ring (Communication 5 (subspace radio, Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH); Telepathic Ear Plug (Comprehend 3 (Languages), Mental
Telepathic Ear Plug (Comprehend 3 (Languages), Mental Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life Support, except for starvation and thirst))
Support, except for starvation and thirst))
Advantages: Benefit 4 (Champion of Talok VIII, Legion
Advantages: Accurate Attack, Benefit 6 (Queen of Orando, Membership), Defensive Attack, Defensive Roll 2, Equipment 8,
Legion Membership), Close Attack 2, Connected, Defensive Improved Critical (Unarmed), Improved Smash, Improved Trip,
Attack, Defensive Roll 6, Equipment 8, Improved Disarm, Instant Up, Power Attack
Improved Grab, Improved Hold, Improved Trip
Skills: Close Combat: Unarmed 3 (+6), Expertise: Talok VIII 5
Skills: Close Combat: Unarmed 2 (+5), Expertise: Magic 8 (+12), (+8), Insight 4 (+9), Ranged Combat: Shadow Casting Array 5
Expertise: Orando 5 (+9), Insight 5 (+12), Intimidation 4 (+12), (+10), Stealth 3 (+7)
Perception 8 (+15)
Offense: Initiative +4, Blind +10 (Ranged, Affliction 10),
Offense: Initiative +4, Unarmed +7 (Close, Damage 1) Unarmed +6 (Close, Damage 1, Crit. 19-20)
Defense: Dodge 10, Parry 6, Fortitude 6, Toughness 8/2*, Will Defense: Dodge 6, Parry 8, Fortitude 5, Toughness 4/2*, Will 10
14 * Without Defensive Roll. * Without Defensive Roll.
Totals: Abilities 66 + Powers 159 + Advantages 29 + Skills 16 + Totals: Abilities 50 + Powers 44 + Advantages 20 + Skills 10 +
Defenses 20 = 290 Defenses 15 = 139
Complications: MotivationResponsibility: As royalty, Complications: MotivationResponsibility: Shadow Lass
Sensor Girl sees it as her responsibility to help others. Later, she was given her powers to act as protector and champion of her
helps as penance for taking Nemesis Kids life. Relationship: people. Relationship: Shadow Lass and Mon-El care deeply for
Sensor Girl was married to Karate Kid (see Vol. 1) for a time. one another.

18 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
fellow Legionnaires, but her true identity was eventually re-
vealed to the Legion when she was unmasked by the Emerald Shrinking Violet PL10 121 points
Empress of the Fatal Five.
Abilities: Str -1/2* Sta 2 Agl 4 Dex 4 Fgt 5 Int 3 Awe 2 Pre 1
As Sensor Girl, Projectra has a large number of sensory pow-
Powers: Shrinking 20 (Atomic), Growth Punch (Damage 5,
ers at her disposal, giving her the ability to see at incredible Strength-Based, QuirkDamage based on size rank difference
distances, see through solid objects, discern illusions from re- between Shrinking Violet and her opponent, QuirkLeaves
ality, and even occasionally part the veils of time and death. Violet at same height as opponent)
During this period of her career, Sensor Girl uses her illusion
powers subtly, to obscure or block opponents senses, project Equipment: Flight Ring (Communication 5 (subspace radio,
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH);
areas of darkness, or to startle and disorient her foes.
Telepathic Ear Plug (Comprehend 3 (Languages), Mental
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
Shadow Lass Support, except for starvation and thirst))
Advantages: Assessment, Benefit 1 (Legion Membership),
Tasmia Mallor, a native of the planet Talok VIII, gained her Close Attack 3, Defensive Attack, Equipment 8, Improved
powers of shadow projection from her ancestors, powers to Critical (Unarmed), Improved Initiative, Improved Smash,
be used in the role of the traditional protector of her planet, Improved Trip, Instant Up, Power Attack
as both guardian and champion. Skills: Acrobatics 5 (+9), Close Combat: Unarmed 2 (+7),
Deception 5 (+6), Expertise: Imsk 5 (+8), Stealth 4 (+20/+8*),
Shadow Lass joined the Legion after she helped them fend
Vehicles 3 (+7)
off the Fatal Fives (see Vol. 1) invasion of her planet. Though
recognized as a powerful hero, Tasmias distant, aloof manner Offense: Initiative +8, Unarmed +10 (Close, Damage -1/2*, Crit.
at first made it difficult for other Legionnaires to get along 19-20), Growth Punch +10 (Close, Damage 7, Crit. 19-20)
with her. Shortly after joining the Legion, she fell in love with Defense: Dodge 16/10*, Parry 16/10*, Fortitude 4, Toughness
Mon-El (Lar Gand), and the two married after he was seriously 2, Will 8 * Without 12 ranks of Shrinking.
injured fighting the Time Trapper. Despite their deep love for Totals: Abilities 46 + Powers 24 + Advantages 20 + Skills 12 +
each other, their relationship was rocky from the start and Defenses 19 = 121
remained difficult, which is not surprising in view of her hus-
bands apparent death, resurrection and subsequent exile to Complications: MotivationResponsibility: Shrinking Violet
the Phantom Zone. believes she should use her abilities to help others. Relationship:
Shrinking Violet has had close relationships with Duplicate Boy,
Tasmia is able to generate fields of darkness and shape them Sun Boy, and Lightning Lass, and a strong dislike of Chameleon
to her will, both solid, to isolate those within, or hollow to Girl. Survivor: Since her abduction, Shrinking Violet has become
allow her teammates to see inside. She can cast darkness much more forceful and able to protect herself.
directly into the eyes of her opponents, effectively blinding
them, and can solidify her darkness to use as a weapon or
protective field. Tasmia is also able to see in total darkness.

Shrinking Violet
Salu Digby comes from the planet of Imsk, whose natives
have the ability to shrink to microscopic proportions. Despite
her shy, retiring nature, she joined the Legion of Super-He-
roes under the codename Shrinking Violet. Salu proved to be
an exemplary member of the LSH and eventually formed a ro-
mantic relationship with Duplicate Boy of the Heroes of Lallor.

Several years into her time with the LSH, Shrinking Violet
was kidnapped by Imskian radicals and replaced by Yera, a
Durlan shapeshifter who assumed her identity. Despite Vi-
olets change in personality, her teammates only became
suspicious when she suddenly showed romantic interest in
Colossal Boy (Gim Allon) (see Vol. 1). Shrinking Violet was
eventually rescued, and returned to duty after recovering
from the traumatic stress of being kidnapped. More cynical
than she was before her abduction, Shrinking Violet became
more aggressive in dealing with criminals, and became an
important member of the Legion Espionage Squad. Deter-
mined never to be taken advantage of again, Salus personal
combat training has made her one of the best female hand-
to-hand combatants in the Legion. Violet broke off her re-
lationship with Duplicate Boy when she discovered that he
knew she had been replaced but had not alerted the Legion
nor attempted to rescue her.

Heroes & Villains, Vol. 2 19


Andre Nutter (order #3338244) 1
Since her breakup with Duplicate Boy, Shrinking Violet has
Tyroc PL10 123 points had a brief fling with Sun Boy (Dirk Magna), and maintains
an intimate relationship with Lightning Lass (Ayla Ranzz).
Abilities: Str 2 Sta 3 Agl 3 Dex 4 Fgt 2 Int 1 Awe 3 Pre 3
Salu has a strained relationship with the shapeshifter Yera,
Powers: Flight 5 (60 MPH); Reality Warping Scream (Array) who has since married Colossal Boy and joined the Legion
Kinetic Yell (Ranged Damage 12), AE: Explosive Yell (Ranged as Chameleon Girl.
Burst Area Damage 8), AE: Force Field Yell (Sustained Protection
10), AE: Force Manipulation Yell (Create 10, Subtle 2), AE: Plant
Manipulation Yell (Ranged Cumulative Affliction 8 (Resisted by
Dodge; Vulnerable and Hindered, Defenseless and Immobilized),
Tyroc
Extra Condition, Limited Degree, LimitedRequires Plants), AE: Troy Stewart was the resident super hero of the land of Marzal,
Pyrokinetic Yell (Energy Control (Fire) 10, Indirect 3, Quirk on an alternate Earth. The island, near the coast of Africa, was
Cannot cause knockback), AE: Telekinetic Yell (Move Object 12), populated during the sixteenth century by escaped slaves.
AE: Teleportation Yell (Teleport 6, Easy, Extended), AE: Vertigo
Unbeknownst to its new inhabitants, Marzal had a transitory
Yell (Ranged Cumulative Affliction 8 (Resisted by Fortitude;
existence, remaining on Earth for a number of years and then
Impaired, Disabled, Incapacitated)), AE: Weather Manipulation
fading into a dimensional limbo for two hundred years before
Yell (Environment 6 (Impede Movement 2, Visibility 2), AE: Wind
Manipulation (Elemental Control (Air) 12))
shifting back to another alternate Earth in the same physical
location. Despite often being separated from the rest of the
Equipment: Flight Ring (Communication 5 (subspace radio, universe, the inhabitants built an advanced civilization on the
Anywhere, Limited to Distress Signal 3), Flight 7 (250 MPH); island. Troy first manifested his unique reality-altering yell af-
Telepathic Ear Plug (Comprehend 3 (Languages), Mental ter being attacked by a demon during Marzals most recent
Communication 1 (Close Range)); Transsuit (Immunity 9 (Life
period in Limbo. Troy took the name Tyroc, which in his native
Support, except for starvation and thirst))
language means Scream of the Devil, and became Marzals
Advantages: All-out Attack, Benefit 4 (Champion of Marzal, Legion champion.
Membership), Defensive Attack, Equipment 8, Power Attack
Tyroc first met the Legion when some of its members re-
Skills: Close Combat: Unarmed 3 (+5), Expertise: Marzal 4 (+5),
sponded to an emergency on Marzal shortly after it had fad-
Intimidation 3 (+6), Perception 2 (+5), Ranged Combat: Reality
Altering Array 4 (+8)
ed into this universe. At first he resisted their offers of assis-
tance, but he came to respect the Legion and accepted their
Offense: Initiative +3, Blast Yell +8 (Ranged, Damage 12), aid. Tyroc joined the team, becoming the first black member
Unarmed +5 (Close, Damage 2) of the Legion of Super-Heroes.
Defense: Dodge 7, Parry 7, Fortitude 6, Toughness 3, Will 5
Tyrocs arrogant attitude marred his term as a Legionnaire
Totals: Abilities 42 + Powers 44 + Advantages 15 + Skills 8 + and he often found himself conflicted between his loyalties
Defenses 14 = 123 to the Legion and to Marzal. When it was discovered that
Complications: Arrogant: Tyroc is very self-assured and can Tyrocs yells had shortened the amount of time that Marzal
be difficult to get along with. MotivationResponsibility: could remain in this Earths dimension, he chose to remain
Tyroc recognizes that his powers come with a duty to help with Marzal as its protector as it returned to Limbo.
others... especially the people of Marzal. Power Loss: All of
Tyrocs powers emanate from his ability to scream. Anything Recently reappearing, Tyroc has gained further control of his
that prevents that effectively makes him powerless. reality-altering yell, and has been an active Legion member.

Lightning Lad
Garth, Ayla, and Mekt crash-landed their powerless space- Unfortunately, Garths career in the Legion was plagued by
craft on the storm-ridden world of Korbal while returning trouble, including his own death and resurrection, the loss
to their home world of Winath from a party on another and regrowth of his arm, and Darkseid kidnapping his son
planet. While attempting to use the electrical discharges and turning him to the dark side (see Vol. 1).
of Korbals famed lightning beasts to recharge the crafts
power cells, the trio were accidently struck instead. Now
Personality
possessed of lightning powers, the trio recharged the cells
themselves and returned home. A short time later, Mekt Garth is short-tempered, rebellious and resists authority. This
disappeared and Garth decided to go to Earth to try to lo- often leads him into making brash, impulsive decisions that
cate him. Enroute, Garth, along with Imra Ardeen and Rokk endanger himself and others. Despite these personality flaws,
Krinn, foiled an assassination attempt on R.J. Brande, and Garth is considerate and caring to the people he loves and
as a result the three formed the Legion of Super-Heroes. respects.

Powers & Abilities


Real Name: Garth Ranzz Lightning Lad is able to absorb, generate and project electric-
Occupation: Legionnaire ity. He is able to use his powers to fire lightning bolts, short-
Base: Legion HQ circuit machinery, and generate a lightning shield around his
body.

20 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Lightning Lad PL10
STR STA AGL DEX FGT INT AWE PRE Defense

2 3 3 4 3 1 0 2 Dodge 12 Fortitude 6
Parry 10 Toughness 8/3*
Powers
Will 5 * Without Defensive Roll
Lightning Blasts: Array (24 points)
Lightning Blast: Damage 12 (Ranged) 24 points Power Points
Ball Lightning: Ranged Burst Area Damage 8 1 point
Abilities 36 Skills 19
Chain Lightning: Ranged Damage 10 (Split 4) 1 point
Lightning Punch: Strength-based Damage 12 1 point Powers 70 Defenses 25
Lightning Storm: Burst Area Damage 10 1 point Advantages 19 Total 169
Lightning Immunity: Immunity (Electrical Effects) 10 points
Lightning Shield: Damage 8 (Reaction) 32 points Complications

Equipment Hot Headed: Garth can be extremely hot headed and


stubborn, ignoring authority and doing what he feels is the
Flight Ring: Communication 5 (subspace radio, Anywhere, right thing to do. Like his impulsiveness, this too can lead to
Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points more trouble for himself and the Legion.
Telepathic Ear Plug: Comprehend 3 (Languages), Mental
Communication 1 (Close Range) 10 points Impulsive: Garth can be very impulsive, leaping into situations
Transsuit: Immunity 9 (Life Support, except for starvation and before thinking them through clearly, often landing himself
thirst) 9 points and his team-mates in hot water.
Romance: Garth is married to Saturn Girl, and though he
Advantages
loves her deeply, he often clashes with her opinions regarding
Benefit (Legion Membership), Defensive Attack, Defensive authority. He especially dislikes how Saturn Girl will often side
Roll 5, Equipment 8, Inventor, Power Attack, Precise Attack with Cosmic Boy on decisions.
(Ranged, Cover), Taunt,

Skills
Close Combat: Unarmed 3 (+6), Deception 4 (+6), Expertise:
Geography 8 (+9), Expertise: Winath 5 (+6), Intimidate 5 (+7),
Ranged Combat: Lightning Blasts Array 4 (+8), Technology 2
(+3), Treatment, 3 (+4) Vehicles 4 (+8)

Offense
Initiative +3
Ball Lightning +8 Ranged, Burst Area Damage 8
Chain Lightning +8 Ranged, Damage 10, Split 4
Lightning Blast +8 Ranged, Damage 12
Lightning Punch +6 Close, Damage 14
Lightning Storm +8 Close, Burst Area Damage 10
Unarmed +6 Close, Damage 2

Allies
Garth is married to Saturn Girl (Imra Ardeen Ranzz); their re-
lationship is often strained. He is also very close to his twin
sister, Lightning Lass (Ayla Ranzz). As a founding member of
the Legion of Super-Heroes, he is able to call upon them and
their allies when needed.

Enemies
Lightning Lad has a vast list of enemies, but his most hated
foe is his older brother, Lightning Lord (Mekt Ranzz). Mekt
has never forgiven Garth for having a twin, and continuously
tries to murder Garth in a misguided attempt to make Ayla
his own twin.

Heroes & Villains, Vol. 2 21


Andre Nutter (order #3338244) 1
Lobo Lobo is the Last Czarnian, just as Superman is the Last Son
Real Name: Unrevealed of Krypton.
Occupation: Bounty hunter Hold on a fraggin minute! Im hijackin this history les-
Base: Mobile son! Yer seriously comparin me to the Big Blue Cheese?
Whatd he ever do to be called that? Cry like a widdle
baby while Krypton an the rest of his people croaked?
I earned my title the hard way, by killin every
last one of my kind, an lemme tell ya, fraggin
Czarnians is a lot durned harder than frag-
gin some loser Kryptonians under a red
sun! They werent all just linin up on some
doomed planet waitin ta be fragged,
neither! I hadta hunt down my fourth-
grade teacher Miss Tribb halfway
cross da galaxy!
Uh, right. Lobo was an anomaly on
the idyllic planet of Czarnia. Due to
the Czarnian self-replicative and re-
generative powers, death and war
was nearly nonexistent.

Ysee, I was fightin nurture and


nature ta be the bastich I am to-
day! Yknow how sickenin those
goody-fraggin-goody feebs are?
When ya spill some blood, ya might as
well be makin babies cuz we Czarnians
cn just grow nother body or pop out
little buggers from our blood!
Indeed. The thrill of genocide whetted Lobos appetite for
more killing, and he became a bounty hunter in order to pur-
sue more opportunities for mindless violence. Lobo played
both sides of the conflict between the Omega Men and Har-
ry Hokum, the despot of the Vegan star system. When the
two sides found a peaceful resolution, Lobo considered
the job a failure and actually left without collecting.

Uh, this never happened! Cuz the Main Man always


gets his man! Didnt that crisis erase this from the
books?
Later, Lobo ran afoul of the L.E.G.I.O.N. when tracking the
killers of one of his space dolphins.

Sniff. My poor fishy!


Lobo was tricked by the L.E.G.I.O.N.s Vril Dox and his twelfth-
level intelligence.

Har! Twelf-level intelligence! Whats this, some dweeby


role-playin game? Cuz if that feebs a twelf-level in-
telligence, then Imma level twenty Master o Frag!
Vril Dox offered protection for the dolphins in return for
Lobos services. Only when Lobo became more trouble
than he was worth did Vril Dox finally release Lobo from the
L.E.G.I.O.N., but not before Dox deprived Lobo of his Czarnian
self-cloning ability.

That green bastich neutered me! Now Lobos gotta make


babies thold-fashioned way! Aint complainin!
Nevertheless, several of Lobos misadventures resulted in his
apparent demise but every time, either Lobo or one of his
clones survived.

22 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Lobo PL13
STR STA AGL DEX FGT INT AWE PRE Skills
16 16 2 2 10 1 2 0 Expertise: Streetwise 12 (+13), Intimidation 20 (+20), Stealth 6
(+8), Technology 10 (+11), Vehicles 10 (+12)
Powers
Offense
Arsenal: Array (30 points), Removable (-12 points)
Hook and Chain: Affliction 13 (Resisted by Dodge; Hindered Initiative +6
and Vulnerable, Defenseless and Immobile), Cumulative, Bolter Gun +12 Ranged, Multiattack Damage 10
Extra Condition, Limited Degree, Reach 4 (20 ft.) 30 points
Bolter Gun: Ranged Damage 10, Multiattack 1 point Frag Grenades Burst Area, Ranged, Damage 10
Frag Grenades: Ranged Burst Area Damage 10 1 point Hook and Chain +10 Ranged, Affliction 13, Resisted by Dodge
Barred from Heaven and Hell: Immortality 5; Immunity 1
Unarmed +10 Close, Damage 16, Crit 19-20
(Aging) 11 points
I Cn Smell Ya From Here: Senses 18 (Acute, Extended 15, Defense
Ranged and Tracking Olfactory) 18 points
I Go Where I Want: Leaping 4; Speed 5 (60 MPH) 9 points Dodge 10 Fortitude 16
Last Czarnian: Immunity 10 (Life Support); Regeneration 5 Parry 10 Toughness 16
15 points
Will 10
Nothins Unfraggable: Senses 4 (Acute, Analytical, and
Ranged Detect Weakness) 4 points Power Points
Super-Strength: Enhanced Strength 4, Limited to Lifting
(Lifting Str 20; 25,000 tons) 4 points Abilities 98 Skills 29
Powers 81 Defenses 16
Equipment
Advantages 28 Total 252
Vehicle: Space Bike 47 points
Size: Medium Str 6 Speed: 12 (Flight) Def: 10 Tou: 10 Complications
Features: Navigation System, Flight (Flight 12, AE: Space Travel 3) Clone Wars: One of Lobos clones might come calling, or
maybe the clone is the real Lobo, or maybe theyre all clones
Advantages
and the real Lobo is elsewhere, or maybe
All-out Attack, Daze (Intimidation), Equipment 10, Fearless,
Feetals Gizz!: Lobos got a temper.
Improved Critical (Unarmed), Improved Initiative, Power
Attack, Ranged Attack 10, Startle, Weapon Bind Honor: Lobos word is his bond.
My Fishies!: Lobo has a soft spot for his space dolphins.
Cuz maybe Dox didnt do as good a job as he thinks he did! The Main Man: Lobos reputation and a trail of dead bodies
Lobo encountered Starfire, Animal Man, and Adam Strange precede him.
in outer space with Devilance in hot pursuit. Lobo killed the
New God but spared the trio, explaining that he was now the
Powers & Abilities
archbishop of a religion devoted to a fish-god and therefore
had forsworn violence. This vow, of course, lasted only as long Lobo is strong enough to go toe-to-toe against the likes of
as it took Lobo to discover how to kill the fish-god. Superman. He can regenerate any wound that doesnt kill
him, and because he isnt allowed in either Heaven or Hell,
Just goes ta show that violence solves all problems, its unlikely that Lobo can be permanently killed. Lobo is the
even the problem o non-violence! best tracker in the universe and once he has caught a scent,
Recently, Lobo was sent to collect a bounty on Atrocitus but Lobo can locate his prey even across solar systems. Lobo
was repelled by the combined efforts of Hal Jordan, Sinestro seems to have the uncanny ability to find an opponents
and Carol Ferris. Lobo was actually hired by Atrocitus himself weakness and kill the seemingly unkillable. Lobos Czarnian
to stage the fight and gain him alliance with the Lanterns. In ability to spawn clones from his blood was fortunately re-
return for his services, Lobo received a Red Lantern power moved by Vril Dox.
ring.
Allies
What kinda fraggin dya think the Main Man can do
with the most powerful weapon in the universe? Lobo is extremely protective of his pet space dolphins and of
Al and Darlene, the owner and waitress, respectively, of his
Personality favorite diner.

Lobo lives for violence and destruction. He accepts bounty Enemies


contracts simply for the thrill of killing and being paid for it,
but hes just as happy killing for free. This doesnt mean hell As a bounty hunter unafraid of significant collateral damage
forgive a client who reneges on a dealthat just gives Lobo in the course of conducting business, Lobo has earned the
another reason to kill someone. While he has no conscience, enmity of numerous former victims and former employers
he does have a perverse set of ethics, including honoring his alike. Anyone foolish enough to breach a contract with Lobo
contracts. names himself as Lobos enemy.

Heroes & Villains, Vol. 2 23


Andre Nutter (order #3338244) 1
Maxwell Lord The League flourished under his de facto
and then official direction, and being
surrounded by heroes inspired more
altruistic thoughts in the otherwise
amoral plotter. Eventually he shook
off the computers control after be-
ing nearly killed by the Manhunters
and embraced his role as the Leagues
benefactor.

The Gene Bomb detonated by the


Dominators activated Lords latent
metagene and gave him psychic abili-
ties, which he fostered and used with-
out compunction to further his agenda.

Dreamslayer, a villain from an alter-


nate, destroyed world, possessed Lord
and magnified his powers, combining
them with Lords influence to harm
the Justice League and almost forcing
them to disband. When Dreamslayer
was defeated, Lord claimed to have
lost his abilities.

Sometime later, a brain tumor pushed


Lord into a coma and he apparently
died, but Kilgore had been waiting for
a chance to regain control of Lords
activities and downloaded his con-
sciousness into a cyborg body built in
New Genesis. This ploy amounted to
nothing, as Lord used his connections
with Cadmus and Checkmate to return
his mind to his normal, human body,
his powers intact.

This process and the death of Sue


Dibny may have caused Maxwell Lord
to have a radical change of heart. He
came to see metahumans as a threat
and decided the best way to keep the
world safe was to get rid of them all.
He wormed his way into Checkmate,
becoming its Black King, and from this posi-
Max Lord was a very successful and ruthless businessman at tion also had control of the Brother I satellite and the O.M.A.C.
the time that a spelunking trip brought him in contact with project.
a computer created by Metron that was later taken over by
Kilgore. He emerged with a new goal: to put together a force His plan was almost ready to launch when Blue Beetle, then
to protect the world, and he would stop at nothing to make Ted Kord, discovered it and refused to join Lords insane
it happen. plot, to which Lord responded by murdering the hero he
had once counted as one of his best friends. Now Lord could
Though Lord was an unwitting agent of the alien computer, not be stopped, as he activated the O.M.A.C. soldiers to at-
he put his formidable will and resources into the creation of tack every metahuman. From his years as head of the JLI,
the new Justice League, becoming its main financial and po- Lord possessed sensitive information about every current
litical backer. super hero, and he used it. Lord had already conditioned
Superman and easily dominated him into attacking other
His methods were questionable right from the start: in order heroes by making the Man of Steel see them as some of his
to show the Justice League in a good light to the general past enemies.
public, he orchestrated a terrorist attack at the United Na-
tions building in New York, laying the groundwork to turn
the Justice League of America into simply the Justice League,
and obtain the support of the U.N. for an official charter as Real Name: Maxwell Lord IV
the Justice League International (JLI). Winning the Leagues Occupation: Businessman, government liaison
confidence, he then worked tirelessly to forge the team into a
truly respected organization worldwide. Base: Mobile

24 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Maxwell Lord PL14
STR STA AGL DEX FGT INT AWE PRE Skills
1 2 1 2 2 4 3 4 Deception 14 (+18), Expertise: Business 8 (+12), Expertise:
Tactician 7 (+11), Insight 10 (+13), Persuasion 12 (+16), Ranged
Powers Combat: Pistols 5 (+7)
Mental Conditioning: Perception Sustained Weaken Will 8
Offense
(Mental, Resisted by Will), Incurable, Insidious, Subtle 2,
LimitedOnly effects targets up 10 away, LimitedWill Initiative +1
weakened only against Push effects 28 points
Unarmed +2 Close, Damage 1
The Push: Array (62 points)
Push Mind: Perception Concentration Affliction 12 Pistol +7 Ranged, Damage 3
(psychic, mental suggestions or hallucinations; Resisted Mental Assault Ranged, Affliction 14
by Will; Entranced, Compelled, Controlled), Insidious,
Progressive, Subtle 2, QuirkIf Maxwell Lord takes damage Mass Push Close, Perception Area Affliction 10
from the side-effect, he gets a bloody nose, Side-Effect Push Mind Ranged, Affliction 12
Maxwell Lord must resist a Damage effect, DC 15 + Push
Mental Conditioning Perception, Weaken Will 8, Limited
Mind ranks used 62 points
to 10 feet
Mass Push: Perception Area (Auditory) Sustained Affliction 10
(Resisted by Will; Entranced, Compelled, Controlled), Insidious, Defense
Progressive, Subtle 2, Distracting, QuirkIf Maxwell Lord
takes damage from the side-effect, he gets a bloody nose, Dodge 6 Fortitude 5
Side-EffectMaxwell Lord must resist a Damage effect, DC 15 Parry 5 Toughness 8/6*
+ Push Mind ranks used, Tiring 1 point
Will 10 *Without Defensive Roll.
Mental Assault: Perception Affliction 14 (psychic, mental
suggestions; Resisted by Will, Vulnerable, Compelled), Power Points
Insidious, Subtle 2, Instant Recovery, Limited Degree 1 point
Abilities 38 Skills 28
Equipment Powers 92 Defenses 18
Light Pistol with Suppressor: Ranged Damage 3, Subtle Advantages 18 Total 194
7 points
Bulletproof Vest: Protection 4, Subtle, Limited (Ballistic) Complications
3 points
Black Infection: As a result of his resurrection after the Blackest
Advantages Night, Lords powers can backfire horribly, turning an intended
target of domination into a rotting corpse.
Assessment, Benefit 1 (Independently Wealthy), Connected,
Contacts, Daze (Deception), Defensive Roll 2, Equipment 2, Cipher: Lord erased all traces of his existence; he must use all
Fascinate (Deception), Redirect, Seize Initiative, Skill Mastery the guile and power at his disposal to achieve things that he
(Insight, Deception, Expertise: Tactician, Persuasion), Taunt, used to accomplish with a phone call.
Well-informed Overpush: Using his powers takes a toll on Lords body. Even
if he manages to resist the side effects of his push, he is
Wonder Woman used her lasso to extract from Lord the only weakened and often reluctant to use his powers again.
way to free Superman from the push, and the solution was
simply to kill him. She snapped his neck without hesitation. detonated the Gene Bomb, he gained a mental-control pow-
Maxwell Lord later returned as one of many heroes and vil- er he dubbed the push, which allows him to seize control of
lains brought back to life during the Blackest Night. The first others subconscious, perceptions and intentions, though us-
thing he did was push the entire world into forgetting he ing it taxes his body. Even minor pushes can give him a nose-
existed, and he is now free to work on his plans in absolute bleed, and the greater the scope of the attempt, the greater
obscurity. the risk of damage to himself.

Allies
Personality
Justice League and Checkmate used to be his allies, but since
Max Lords arrogance is justified by his ability to get what he
revealing his true colors, he stands alone.
wants. His pragmatism is not burdened by things like mor-
als and principles. He has the advantage of knowing his own Enemies
weaknesses and has the patience and foresight to lay out his
plans in advance. Max made himself an enemy of the entire super hero commu-
nity, but he managed to push the world into forgetting he
Powers & Abilities ever existed. Despite that achievement, the former members
of the Justice League InternationalAtom, Booster Gold, Fire
Even without powers, Lord was a force to be reckoned with,
and Ice, plus the new Rocket Red and Blue Beetlestill re-
thanks to his persuasive and manipulative nature. He worked
member him, and still hunt him.
behind the scenes of the Justice League and Checkmate to
get whatever he set his sights upon. When the Dominators

Heroes & Villains, Vol. 2 25


Andre Nutter (order #3338244) 1
Lord Satanus
Lord Satanus PL14
STR STA AGL DEX FGT INT AWE PRE
11 9 4 4 9 9 9 6
Powers
Demonic Heritage: Comprehend Languages 3; Immunity 30
(Fortitude Effects); Movement 2 (Dimensional Movement 2
(Hell and Occult Dimensions)); Protection 3; Regeneration
5; Senses 4 (Magic Awareness (Analytical, Extended 2))
52 points
Demonic Magic: Array (65 points)
Transmogrification: Transform 13, Anything into
Anything 65 points
Demonic Deception: Illusion 11 (All Senses) 1 point
Granting Wishes 1: Create 14, Continuous, Innate,
Precise, Subtle 1 point
Granting Wishes 2: Ranged Affliction 15 (Resisted by
Will; Dazed, Stunned, Transformed) 1 point
Demonic Mask: Morph 3 (humanoids and animals)
15 points
Hellfire Trident: Array (54 points), Removable (11 points)
Hellfire Blast: Ranged Damage 12, Alternate Resistance
(Fortitude), Continuous on 6 ranks 54 points
Hellish Trident Tines: Strength-based Damage 3,
Penetrating on Damage 14; Accurate 1 point

Advantages
Benefit 3 (Status: Demon Lord), Fascinate (Deception),
Improved Defense, Ritualist, Seize Initiative, Skill Mastery
Satanus, brother to Blaze, the Queen of Hell, was born the son (Deception), Taunt
of the great wizard Shazam and an as-yet-unidentified demon- Skills
ess. Over time, he and his sister connived and battled their way
to the top of the infernal hierarchy, though the details of those Deception 18 (+24), Expertise: Hell 8 (+17), Expertise: Magic 6
struggles have never been revealed. His first appearance in mod- (+15), Insight 9 (+18), Intimidation 9 (+15), Perception 6 (+15),
ern times was in the guise of Newstime publisher Colin Thornton, Persuasion 8 (+14), Ranged Combat: Hellfire Trident 8 (+12)
in an attempt to use Superman as a pawn against his sister. Time Offense
and again he returned to torment the Man of Steel and other
heroes, only to be defeated by narrow margins (and his sisters Initiative +4
covert interference). Recently, he and his sister worked together Hellfire Blast +12 Ranged, Damage 12 Resisted by Fortitude
to seize control of Hell in a terrible civil war, but Blaze betrayed
Hellfire Trident +11 Close, Damage 14
him at the last second to take the infernal throne for herself.
Unarmed +9 Close, Damage 11
Personality
Defense
Satanus is a creature of deceit, hatefulness and naked ambi- Dodge 12 Fortitude Immune
tion who could no more turn to good than a fish could decide
to suddenly breathe air instead of water. He always has an Parry 12 Toughness 12
agenda always. Will 14

Power Points
Powers & Abilities
Abilities 122 Skills 36
Satanus possesses great mystical might, ranking him as one
Powers 179 Defenses 19
of the leading infernal powers. He can easily change form,
craft diabolically convincing illusions, grant wishes to his vic- Advantages 9 Total 365

Complications
Demonic Nature: Satanus is a spawn of Hell and is recognizable
Real Name: Unknown, possibly Satanus to properly attuned mystical senses as such.
but doubtful given the ways of demons My Dearest Enemy: Satanus most constant enemy is his sister
Occupation: Demon Lord and erstwhile ally Blaze, who normally operates against him
from the shadows.
Base: Mobile (Metropolis and various
dimensions of Hell are favorites)

26 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
tims (which he inevitably turns against them), and is proof Enemies
against most mortal frailties.
Satanus has many enemies throughout the hierarchy of Hell,
Allies all of whom want his position or his life. Most consistently, it
has been his sister Blaze who has thwarted his schemes, se-
As a major demon, Satanus recognizes no allies, only pawns cretly assisting Superman, the Phantom Stranger, and others
and cats-paws. against him.

Lex Luthor
Lex Luthor rose from humble beginnings to become fa-
mousand then infamousaround the world. Born and
raised in the farming community of Smallville, Lex was both
brilliant and arrogant from a young age. Disgusted by his
drunken and abusive father Lionel and with surroundings
he considered beneath him, Lex swore to find his way out of
Smallville to make his fortune. That opportunity came when
his father died suddenly of heart failure when Lex was a teen,
conveniently right after a large life insurance policy was tak-
en out in his name.

Leaving Smallville behind without a second thought, Lex


made his way to Metropolis, where he parlayed his techni-
cal brilliance and small fortune into a series of educational
degrees, followed by the creation of a tech-company named
LexCorp. Though much of LexCorps success was based on Lu-
thors genius, he was also entirely willing to use underhanded
or illegal tactics to further his own interests. LexCorp became
a multi-billion dollar company and Lex Luthor the wealthiest
man in Metropolis. He enjoyed considerable influence and a
public reputation as an entrepreneur and philanthropist.

That changed when Superman made his first public appear-


ance in Metropolis. Luthor immediately took offense at the
idea of some garishly costumed stranger becoming the hero
of his city. The civic-minded Luthor cooperated with ele-
ments of the U.S. military to test Supermans capabilities and
determine if he was a threat. Luthor hoped to prove he was a
threat in order to eliminate him.

Since then, Lex Luthor has been the Man of Steels greatest
nemesis, and has come close to killing him on a number of
occasions. He was careful to ensure he could not be directly
connected to his crimes or attempts on Supermans life, al-
ways maintaining his public persona as a pillar of the Metrop-
olis business community.

Luthor ran for president of the United States on a platform of


technological progress and won, but remained true to form.
He framed Bruce Wayne for murder for defying him and,
though he coordinated the efforts of Earths heroes and the
U.S. military to repel an alien invasion, he knew it was com-
ing and kept that knowledge to himself, secretly trading for
weapons with Apokolips. Luthors presidency collapsed
when he attempted to use a kryptonite asteroid headed
toward Earth to turn public opinion against super heroes,

Real Name: Alexander Joseph Lex Luthor


Occupation: Former CEO of LexCorp, criminal
Base: Metropolis

Heroes & Villains, Vol. 2 27


Andre Nutter (order #3338244) 1
Lex Luthor PL14
STR STA AGL DEX FGT INT AWE PRE Defense
2 2 2 3 3 11 3 4 Dodge 10 Fortitude 6

Advantages Parry 8 Toughness 4/2*

Benefit 5 (Billionaire), Connected, Defensive Attack, Defensive Will 14 *Without Defensive Roll.
Roll 2, Eidetic Memory, Inspire 2, Improvised Tools, Inventor, Power Points
Languages 2, Leadership, Seize Initiative, Set-Up, Skill Mastery
(Expertise: Science, Technology), Ultimate Effort (Technology), Abilities 60 Skills 40
Well-informed Powers 0** Defenses 28
Skills Advantages 23 Total 151
Deception 8 (+12), Expertise: Business 7 (+18), Expertise: Science *See sidebar
13 (+24), Insight 7 (+10), Intimidation 4 (+8), Investigation 7
(+18), Perception 6 (+9), Persuasion 6 (+10), Ranged Combat: Complications
Guns 4 (+7), Technology 13 (+24), Vehicles 5 (+8) Arrogance: Luthor is supremely arrogant and confident in his
own abilities, but he needs recognition for his achievements.
Offense
Enemy: Superman
Initiative +2
Greed: Luthor has always been driven by a desire to have
Pistol +7 Ranged, Damage 3
everything he wants, no matter what he has to do to get it.
Unarmed +3 Close, Damage 2
Obsession: Luthor is obsessed with humbling and destroying
Superman.

Luthors Warsuit
One of Lex Luthors most recognizable devices is an
advanced battlesuit, incorporating alien technology
(probably from Apokolips) along with his own designs.
The Warsuit has the following effects:

Warsuit: Removable (27 points) 109 points total


Armor: Protection 12, Impervious 24 points
Blasters: Array (35 points)
Ranged Damage 16, Accuracy 3 35 points
Ranged Damage 11, Multiattack, Accuracy 2 1 point
Line Area 2 (60 feet) Damage 11 1 point
Combat Computer: Enhanced Close Combat (Unarmed)
9, Enhanced Ranged Combat (Blasters) 3 6 points
Exoskeletal Enhancement: Enhanced Strength 14
28 points
Life Support System: Immunity 10 (Life Support)
10 points
Thrusters: Flight 15 (64,000 MPH) 30 points
Movement 1 (Space Travel 1) 1 point

With the armor, Luthor is nearly Supermans phys-


ical equal, able to take the Man of Steel on in direct
combat. Given that the armors Blasters often have the
kryptonite descriptor, the criminal genius even has a
considerable edge.

Orange Lantern Ring


For a time, Luthor possessed an Orange Lantern power
ring, equal to that of Larfleeze (see Orange Lantern
Corps). It gave him considerable powers, essentially
equal to his Warsuit and then some, given Luthors
considerable Will and avarice.

28 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Everyman Project
One of Luthors schemes involved the creation of an artificial metagene capable of giving ordinary human beings meta-
human powers. Known as The Everyman Project, Luthor used it as a means of mass-testing the process to determine
if the artificial metagene could be used on him. Luthor temporarily gained Superman-level powers, until Natasha Irons
short-circuited the artificial metagene.

Superman in particular. A ranting confession caught on tape so the whole world can see it, to bring the Man of Steel down
forced Luthor out of office and into hiding. to the level of ordinary humanity or lower, before finally de-
stroying him.
Since then, the criminal genius has been involved with the
Injustice League and the Secret Society and has made fur- By extension, Luthor hates all so-called heroes and has
ther attempts to gain his revenge on Superman, Metropolis, clashed with most of Supermans allies at one time or another.
and the world in general. Luthor was jailed for a time but
authorities used him to study different dangerous and alien
technologies. This allowed him the opportunity to escape Mercy
once again. His brilliance and technical skills have frequently
allowed him opportunities to earn pardons for his crimes by Luthors sometime bodyguard and personal aide, known
helping save the world from threats at critical times. only as Mercy, is a rogue Amazon he hired to work for him.
She served him on and off through his various schemes. For
Personality a time Mercy worked alongside an Amazon sister known as
Hope, with similar abilities, who stopped working for Luthor
Luthor believes his great intellect makes him superior to ev- and moved on at some point.
eryone else, while his great ambition makes him destined to
leave his mark on history. He seeks the adoration and respect
of the masses while simultaneously despising them. He hates Mercy PL9 105 points
that Superman, an alien, is more respected than him, Me-
tropolistrue hero. While Luthor claims his brilliant mind and Abilities: Str 10 Sta 8 Agl 2 Dex 2 Fgt 8 Int 0 Awe 1 Pre 2
hard-won skills are superior to the physical powers fortune Advantages: Attractive, Defensive Roll 2, Equipment 3,
bestowed on the Man of Steel, he secretly envies Supermans Ranged Attack 6
power, fame and popularity. Skills: Acrobatics 6 (+8), Athletics 4 (+14), Insight 4 (+5),
Intimidation 4 (+6), Perception 6 (+7)
Powers & Abilities
Offense: Initiative +2, Unarmed +8 (Damage 10)
The vast majority of Luthors power level comes from his
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 8, Will 8
massive Intellect and Technology ranks, sufficient for him to
routinely accomplish the near-impossible with a small cir- Totals: Abilities 66 + Powers 0 + Advantages 12 + Skills 12 +
cumstance bonus or the use of his Ultimate Effort. His traits Defenses 15 = 105
and point totals do not account for his astounding range of
inventions, which vary constantly. The GM should feel free
to give Luthor whatever plot devices are needed for the cur-
rent adventure, and have him come up with others virtually
at a whim.

See the sidebars for some examples of the resources and


other abilities provided by Luthors genius.

Allies
Since he considers few his equal, Luthor has more pawns than
allies. He has worked with other highly intellectual criminals
such as Brainiac and Dr. Sivana on a basis of almost-equals.
More often, Luthor prefers the leadership role, gathering
criminals like the Injustice Gang or Injustice League around
him to execute his plans and deal with Supermans various
costumed allies, leaving the Man of Steel to him.

Enemies
Luthors greatest enemy is Superman. He has been obsessed
with humbling and destroying the hero of Metropolis from the
moment Superman displaced Luthor in the hearts and minds
of its citizens. He will go to almost any length to bring down
Superman. Ideally, Luthor wants to do more than simply kill his
foe. He would much rather prove his superiority to Superman

Heroes & Villains, Vol. 2 29


Andre Nutter (order #3338244) 1
Jervis Tetch
Jervis Tetch PL10
STR STA AGL DEX FGT INT AWE PRE
1 1 2 4 3 6 3 2
Powers
Mind Control Chips: Affliction 10 (Resisted by Will;
Dazed, Compelled, Controlled), Insidious, Sustained;
Communication 2 (Radio), LimitedOnly to receive orders
from the Mind Control Hat 27 points
Mind Control Hat: Area Communication 2 (Radio), Limited
Only to Mind Control Chips, Removable (-2 points) 6 points

Equipment
Heavy Pistol: Ranged Damage 4 8 points

Advantages
Daze (Deception), Defensive Roll 3, Equipment 2, Inventor,
Set-up, Taunt

Skills
Deception 8 (+10), Expertise: Alice in Wonderland 12 (+18),
Expertise: Neurology 10 (+16), Ranged Combat: Pistol 4 (+8),
Sleight of Hand 8 (+12), Stealth 4 (+6), Technology 10 (+16),
Treatment 4 (+10)

Offense
Initiative +2
Heavy Pistol +8 Ranged, Damage 4
Mind Control Close, Affliction 10, Triggered

Defense
Dodge 12 Fortitude 6
Parry 8 Toughness 4/1*
Will 10 *Without Defensive Roll.

Power Points
Jervis Tetch was a skilled neurological researcher who be- Abilities 44 Skills 30
came delusional, eventually believing that he was the Mad
Powers 33 Defenses 27
Hatter from Alices Adventures in Wonderland. He abandoned
his career and began feeding his obsession with hats, using Advantages 9 Total 143
his hypnosis abilities and mind-control devices to steal. Bat-
Complications
man stopped Tetch and put him in Arkham Asylum, where he
remained for several years. Obsession: The Mad Hatter is obsessed with hats and Alice in
Wonderland.
Tetch eventually reappeared more sociopathic and sinister
than before his incarceration. His crimes still involved scenes Psychoses: The Mad Hatter exhibits symptoms of bipolar
disorder and an inability to distinguish the fictional universe of
from Alice and his headwear obsession, but the illusions his
Lewis Carrolls Alice in Wonderland from reality.
mind creates often involve the death and dismemberment of
his victims. to find herself caught in Tetchs delusional version of Lewis
Having recently been kicked out of the Secret Six, Mad Hat- Carrolls books.
ter is once again in Gotham City and slipping further down
the rabbit-hole of his own insanity. It is only a matter of time Personality
before he kills again, whether it is his former teammates Mad Hatters mind shattered long ago. He is obsessed with
who betrayed him or an innocent bystander who happens Lewis Carrolls Alices Adventures in Wonderland and Through
the Looking Glass and themes many of his crimes around char-
acters or events in the books. He has a difficult time separat-
Real Name: Jervis Tetch ing reality from the illusions his mind creates of scenes from
the novels, and is certainly obsessive-compulsive and some-
Occupation: Neuroscientist, criminal times outright homicidal. His other obsession is hats and ob-
Base: Gotham City jects that fit over the head, including Batmans cowl.

30 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Powers & Abilities cently a member of the Secret Six with Catman, Ragdoll,
Scandal Savage, Deadshot and Knockout until Ragdoll kicked
Jervis Tetch was once a prominent neurosurgeon and he has him out and replaced him with Harley Quinn.
created several ways to control others minds. The most prom-
inent of these is the headband in his top hat, with which he Enemies
can control nearby people. He is an accomplished hypnotist
and often creates gadgets that help him manipulate others. Mad Hatter is constantly thwarted by Batman and Robin.
Other prominent enemies include Doctor Pyscho, the Doom
Allies Patrol, Cheshire (who stabbed Mad Hatter in the back), and
various Gotham City criminals including Two-Face, Catwom-
Mad Hatter rarely works with others unless he is controlling
an, Killer Croc and the Riddler.
them. He has worked for Hush and Black Mask, and was re-

Madame Xanadu
Madam Xanadu was the legendary Nimue, sister of Morgaine
le Fey and Vivienne (The Lady of the Lake). Descended from
the same Atlanteans that would eventually become the Homo
magi, over the centuries she has wandered the world and
learned from, loved and feuded with many of the most power-
ful practitioners of the art. In modern times she operates out
of a small shop in Greenwich Village wherein she imprisons ar-
cane menaces and seeks redemption for mistakes of old.

Personality
Distrustful of authority figures who act from a sense of righ-
teousness, Madame Xanadu is unforgiving toward those
forces and individuals who use power for their own gain and
are careless of its cost to othersor who are all too willing to
sacrifice others for their own agendas.

Powers & Abilities


Once a powerful sorceress and druid, Nimue was stripped of
her powers and immortality by a vengeful Merlin and now
must use difficult and time-consuming rituals to achieve
many of the feats of power she once performed through
will alone. She is a sophisticated seer capable of highly ex-
act readings of the past, future, and magical occurrences,
though she must employ the focus of a tarot deck to use this
ability. She won immortality from Death in a card game at
some point during the French Revolution, and it is unknown
whether any force in the universe can actually kill her unless
and until Death reneges.

Allies
Shadowpact, The Sentinels of Magic (with the notable excep-
tion of the Phantom Stranger), Tim Hunter, and her assistant
Daena all call Xanadu their ally with varying degrees of at-
tachment.

Enemies
Too many to mention; additionally, she has personal feuds
with both Merlin and The Phantom Stranger.

Real Name: Nimue Inwudu


Occupation: Mystic and fortune teller
Base: A shop in Greenwich Village, New York City

Heroes & Villains, Vol. 2 31


Andre Nutter (order #3338244) 1
Madame Xanadu PL10
STR STA AGL DEX FGT INT AWE PRE Offense

0 2 1 2 4 5 5 4 Initiative +1

Powers Knife +8 Close, Damage 1, Crit. 19-20

Bargain with Death: Immortality 20 (Insidious, Subtle 2), Defense


Immunity 3 (Age, Disease, Poison) 46 points Dodge 8 Fortitude 6
Seer: Senses 17 (Detect Magic (Ranged, Acute, Analyze), Mystic
Awareness, Postcognition (Ranged, Acute, Analytical, Extended Parry 7 Toughness 2
4), Precognition (Ranged, Acute, Analytical)) 23 points Will 14
Equipment Power Points
Athame (knife): Strength-based Damage 1, Improved Critical Abilities 46 Skills 39
2 points
Powers 69 Defenses 23
HQ: Hokus & Pokus Occult Curiosities 7 points
Advantages 10 Total 187
Size: Small Tou: 8 Features: Library, Living Space, Secret,
Security System (wards and bindings), Self-Repairing, Workshop Complications

Advantages Cursed: Xanadus eyes were burned out by the Spectre: no


attempt to repair or regrow them has been able to overcome
Artificer, Attractive, Equipment 2, Languages 4 (Various dead the Spectres power. An assistant must read her cards in order
and occult languages), Ritualist, Well-informed for her to use her magical senses.
Skills Tarot Dependency: Aside from Mystic Awareness, Madame
Xanadus Sense powers require her to use her Tarot cards.
Close Combat: Knife 4 (+8), Deception 8 (+12), Expertise: History
8 (+13), Expertise: Magic 15 (+20), Insight 10 (+15), Perception 8 Temper: Madame Xanadu is quick to anger against anyone she
(+13), Persuasion 9 (+13), Sleight of Hand 8 (+10), Stealth 8 (+9) feels has slighted her or acted against her, especially men.

Magenta Frances Kane was introduced to the world of super he-


roes when she started dating Wally West. At the time he
was known as Kid Flash and was a member of the Teen Ti-
tans. Frances experienced many weird phenomena that her
mother attributed to possession. These suspicions appeared
confirmed when a horned figure featured in one of Frances
episodes.

It was discovered later that Frances had magnetic-based


powers and the horned figure was Doctor Polaris, who was
trapped in another dimension. At the behest of Wally, Fran-
ces became a super hero in her own right using the
codename Magenta. The strain and pressure of the
super hero lifestyle caused the couple to split up
and exacerbated Frances growing mental ill-
ness.

The ordinary identity of France Kane was over-


taken by a darker, often homicidal personal-
ity calling herself Magenta. In her quest to destroy
Wally West, Magenta joined forces with the Injustice
League and Captain Colds Rogues. Over the years, Magenta
targeted Wally West many times, and eventually Frances dis-
covered that using her magnetic powers would trigger her
split personality.

Real Name: Frances Frankie Kane


Occupation: Former super hero, super-villain
Base: Keystone City

32 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Magenta PL11
STR STA AGL DEX FGT INT AWE PRE Skills
1 3 2 3 2 3 2 3 Athletics 4 (+5), Deception 4 (+7), Intimidation 5 (+8),
Perception 7 (+9), Persuasion 7 (+10), Ranged Combat:
Powers Magnetic Manipulation 7 (+10)
Magnetic Manipulation: Array (24 points)
Offense
Electromagnetic Blast: Ranged Damage 12 24 points
Magnetic Control: Move Object 12, Precise, Limited to Initiative +2
metal 1 point
Magnetic Manipulation +10 Ranged, Damage 12
EM Pulse: Burst Area 2 (60 feet) Affliction 11 (Resisted
by Dodge; Impaired, Disabled, Incapacitated), Limited to Unarmed +2 Close, Damage 1
electrical devices, robots, and cybernetics) 1 point
Defense
Repulsor Flight: Flight 8 (500 MPH) 16 points
Static Aura: Protection 8, Sustained 8 points Dodge 10 Fortitude 8

Advantages Parry 7 Toughness 11/3*

Attractive, Fascinate (Persuasion), Move-by Action, Precise Will 8 *Without Static Aura.
Attack (Ranged; Cover), Uncanny Dodge Power Points

Personality Abilities 38 Skills 17


Powers 50 Defenses 24
Frances Kane has a split personality. Her original persona is
that of a mousy, subservient woman; she later developed the Advantages 5 Total 134
Magenta identity, a starkly malevolent personality. Complications

Powers & Abilities Split Personality: Magenta is an evil identity in the mind of
the mousy Frances Kane.
Magenta can control ferrous metals by creating and manipu-
lating magnetic fields.
Enemies
Allies Magenta is a long-time opponent of Wally West. She reflects
A one-time friend of Wally West and the Teen Titans, Magenta the hurt and rejection Frances felt when Wally ended their
became a villain and joined the Injustice League, the Project relationship as well as Frances abiding attraction to Wally; a
and eventually the Rogues. true fatal attraction in Magentas case.

Magog
Lance Corporal David Reid was a U.S. Marine assigned to pro- After discovering the threat that Gog posed to the entire
tect the National Museum of Iraq from looters during the Iraq planet, most of the Justice Society turned against him, but
war. While in pursuit of a looter, Reid came upon a stone arti- the grateful Reid initially defended Gog. Eventually, disgusted
fact of the old god Gog. After touching the artifact, Reid lost by Gogs underhanded methods and use of torture, Magog
consciousness and awoke to discover he now had the ability turned against his savior and beheaded Gog with his staff.
to generate plasma energy and channel it into destructive
blasts through an Eve of Providence mark that had appeared When the Justice Society All-Stars (see Vol. 1) split off from
on his left arm. Reid soon took up the life of a super hero the rest of the Justice League, Magog joined them, taking up
codenamed Lance and joined the Justice Society. a leadership role on the new team.

Later the Justice Society teamed up with Gog to counter a Eventually Magog came into conflict with a weapons-develop-
militia uprising in Africa. A rocket blast killed Reid, completely ment group called Flashpoint and attacked one of their under-
destroying his left arm and one side of his face. Gog resurrect- ground facilities. In retaliation, Flashpoint leader D.P. Macklin
ed Reid, reforming his crippled body in Gogs own image by framed Magog for a prison break. After a conflict with both es-
giving Reid cybernetic replacements for his missing left arm caped prisoners and fellow Justice Society All-Stars members,
and right eye. Gog dubbed the risen Reid Magog and gave Magog was kicked out of the Justice Society All-Stars.
him a golden spear through which to focus his energy blasts.
Personality
Magog is the quintessential antihero. He conducts himself
Real Name: David Reid with military efficiency, and expects those around him to do
Occupation: Marine (Lance Corporal), vigilante the same. In combat he gives no quarter and expects none. To
his foes, Magog is ruthless and deadly, unafraid to use lethal
Base: None force if he believes the situation warrants it.

Heroes & Villains, Vol. 2 33


Andre Nutter (order #3338244) 1
Magog PL13
STR STA AGL DEX FGT INT AWE PRE
11 6 3 3 10 1 2 4
Powers
Cybernetic Arm: Deflect 14, Close Range, Limited to Energy
Attacks; Enhanced Strength 2, Limited to his left arm, Limited
to Lifting (lifting Str 15 in left arm; 800 tons) 6 points
Enhanced Durability: Protection 6, Impervious 4 10 points
Enhanced Vision: Senses 6 (Darkvision, Extended Rapid
Vision, Infravision, Low-light Vision) 6 points
Golden Staff of Magog: Enhanced Advantages (Accurate
Attack, Ranged Attack 3), Limited to Plasma Blast; Enhanced
Advantages (Improved Critical 2 (Plasma Blast)) Easily
Removable (2 points), Indestructible; Strength-Based
Damage 2, Improved Critical 5 points
Plasma Generation: Ranged Damage 14, Penetrating 6, Split
3, Limited to rank 7 without Golden Staff 23 points
Super-Strength: Enhanced Strength 2, Limited to Lifting
(lifting Str 13; 200 tons) 2 points

Advantages
Accurate Attack (Plasma Blast), All-out Attack, Close Attack
3, Fearless, Improved Aim, Improved Critical 2 (Plasma Blast),
Inspire 2, Leadership, Move-by Action, Power Attack, Quick
Draw, Ranged Attack 6, Ranged Attack 3 (Plasma Blast), Startle,
Takedown, Uncanny Dodge

Skills
Athletics 4 (+15), Deception 4 (+8), Expertise: Tactics 8 (+9),
Insight 4 (+6), Intimidation 7 (+11), Perception 6 (+8), Persuasion
4 (+8), Stealth 4 (+7), Technology 6 (+7), Vehicles 5 (+8)

Offense
Initiative +3
Plasma Blast +12 Range, Damage 14, Crit. 18-20
Powers & Abilities Armor Piercing Staff +13 Close, Damage 13, Crit. 19-20
Magog can generate large quantities of plasma energy, which Unarmed +13 Close, Damage 11
he used to channel into energy blasts through a device in his left
arm. Since his left arm was blown off and replaced by a cybernet- Defense
ic arm, Magog uses a golden staff given to him by Gog to channel Dodge 13 Fortitude 14
his energy blasts. Magogs other powers include super-strength
Parry 14 Toughness 12
and durability, flight and teleportation, as well as super vision
that allows him to see beyond the visible spectrum into other Will 10
wavelengths, such as the infrared and ultraviolet spectrums.
Power Points

Allies Abilities 80 Skills 26


Powers 52 Defenses 30
Magog was a member of the Justice Society of America (JSA),
though his ideas often conflict with its older members who Advantages 21 Total 209
he views as too soft on super criminals, lax in their security Complications
measures and altogether out-of-date in their ideas of what a
super hero should be. He later split off from the Justice Soci- Disability: Magog is blind in one eye. As Magog, his enhanced
ety along with the rest of the JSA All-Stars team. senses compensate for this loss, but as David Reid he has no
depth perception (-4 to actions which require depth perception).
Enemies Enemy: Flashpoint

After being brought back to life by the godlike being known Power Loss: As David Reid, Magog appears as a normal
as Gog, Magog turned on his savior, preferring death to the human, badly scarred and lacking most of his powers.
servitude Gog demanded of him. He has also faced off against Power Loss: Since his left arm was destroyed and replaced by a
Miasma, the lord of an underground city. Magogs greatest foe cybernetic arm, Magog cannot channel his plasma into energy
is a covert weapons-development group called Flashpoint, op- blasts without his golden staff.
erated by D.P. Macklin, the warden of Haven Prison.

34 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Magog in Kingdom Come
An alternate version of Magog was presented in Kingdom Come, which takes place in one possible future of the contem-
porary DC Universe. In this version of the future, Magog has evolved into a dangerous antihero extremist who believes
in killing super-villains outright rather than capturing them for trial. This Magog represented a false idol of super heroic
ideals, and inspired a new generation of super heroes to follow his merciless methods. When the Joker murdered Lois Lane
and employees of the Daily Planet, Magog hunted him down and executed him. Superman took exception to Magogs
vigilante justice and forced him to stand trial, but Magog was acquitted by the jury. Disheartened by the publics support
for Magogs brutal vigilantism, Superman led many of the older generation of like-minded heroes into self-imposed exile.
Meanwhile, Magog continued to dispense his brand of justice, forming the Justice Battalion from sympathic ultravio-
lent heroes. Magog went on to lead the Justice Battalion in escalatingly violent crusades against super-villains all across
the country. During one such battle, the villain Parasite, in desperation, killed Captain Atom (see Vol. 1) and triggered a
massive atomic explosion that laid waste to much of the central United States. The blast killed millions of civilians.
This super-powered holocaust brought the old guard of super heroes out of retirement, triggering a generational conflict
throughout the super hero community. Of the original Battalion, only Magog and Alloy survived the blast to find them-
selves fugitives hunted by the Justice League for their crimes of reckless vigilantism. A penitent Magog turned himself in
to the Justice League at Gulag prison. Magog subsequently retired to a life of nonviolence on Paradise Island, where he
cared for the crippled Tokyo Rose.

Major Disaster
One day, while he was still a lowly street criminal, Paul Booker
broke into the apartment of Tom Kalmaku, friend and confi-
dant of Green Lantern Hal Jordan. There he found Kalmakus
casebook containing a number of Jordans secrets, including
Jordans dual identity as the Green Lantern and the Flashs
real name. Booker saw an opportunity to take advantage of
his good fortune by killing the two crime fighters and tak-
ing control of the Coast City underworld. He soon created
the costumed identity of Major Disaster and commissioned a
couple of rogue scientists to build him powerful gravometric
weapons. Needless to say the scheme floundered, and Jordan
used his power ring to wipe the secrets from Bookers mind.

Major Disaster continued to spar with Green Lantern and his


friends over the next several years while his lust for power
gradually drove him insane. Ultimately, Booker killed a num-
ber of innocents during a clash with Aquaman, a tragedy that
horrified him and helped him realize what his powers were
doing to him.

After he later helped Superman defeat an army of super-


powered foes, Booker was pardoned and recruited into the
Justice League of America. He served honorably in the JLA for
a time but his inner demons eventually caught up with him.
By now, Booker was an alcoholic, still wracked with guilt over
his past misdeeds. During a clash with the villain Aftermath,
he briefly lost control of his powers while under the influence,
leading to the death of his teammate Manitou Raven. Booker
resigned after the incident and disappeared. Nobody is cer-
tain what happened to him.

Personality
Paul Booker is a man consumed by regret. Hes trying hard to
atone for past mistakes but in the end, his guilt always seems

Real Name: Paul Booker


Occupation: Former criminal Base: Unknown

Heroes & Villains, Vol. 2 35


Andre Nutter (order #3338244) 1
Major Disaster PL12
STR STA AGL DEX FGT INT AWE PRE Offense

3 3 2 1 2 1 1 1 Initiative +2

Powers Earth Moving Ranged, Move Object, Damaging 16


/High Winds +8
Disaster Control: Dynamic Array (48 points)
Mass Destruction +8 Ranged, Burst Area 2 (60 feet)
Earth Moving/High Winds: Move Object 16, Damaging,
Damage 12
Dynamic 49 points
Buffeted Object Screen: Enhanced Defense 7 (Dodge 7), Earthquake/ Ranged, Burst Area 2 (60 feet)
Deflect 14, Dynamic 2 points Storm Buffet +8 Affliction 12, Resisted by Dodge
Earthquake/Storm Buffeting: Burst Area 2 (60 feet) Unarmed +2 Close, Damage 3
Affliction 12 (Resisted by Dodge; Hindered, Prone,
Incapacitated), Dynamic 2 points Defense
Mass Destruction: Burst Area 2 (60 feet) Damage 12,
Dodge 13/6* Fortitude 8
Dynamic 2 points
Ride on Moving Fault Line: Speed 6 (120 MPH), Dynamic Parry 6 Toughness 11
2 points Will 6 *Without Buffeted Object Screen.
Force Field: Sustained Protection 8 8 points
Power Points
Advantages
Abilities 28 Skills 18
Accurate Attack, All-out Attack, Redirect, Taunt
Powers 65 Defenses 18
Skills
Advantages 4 Total 133
Athletics 6 (+9), Deception 7 (+8), Insight 5 (+6), Intimidation 7
(+8), Persuasion 4 (+5), Ranged Combat: Disaster Attacks 7 (+8) Complications
Addiction: Major Disaster is an alcoholic.
to get the better of him, rattling his confidence and leading to MotivationResponsibility: Major Disaster is driven by
more failures. Despite his shortcomings, Booker has acquired regret and works to make up for past misdeeds.
the sort of practical wisdom that is only attainable through
bitter experience. Allies
Powers & Abilities Booker was a member of the second Injustice League and he
briefly served with Amanda Wallers Suicide Squad. After he
As Major Disaster, Paul Booker has the ability to manipulate reformed, Booker joined the Justice League of America and
the earths magnetic and gravitational fields to cause cata- served with the Justice League Elite.
clysmic disasters such as earthquakes, flash floods and worse.
Booker originally used a collection of high-tech super weap-
ons to wreak his havoc, but he later internalized his abilities,
Enemies
allowing him to call upon them at will. Later still, Bookers While he was a costumed criminal, Major Disaster sparred
powers were mystically enhanced by the demon Nekron, with Green Lantern (Hal Jordan) and the Flash (Barry Allen)
vastly increasing their scope. on a number of occasions.

Major Force
Following the assumed failure of the Captain Atom Project, ity for imagination. He is (largely) loyal to his superiors, but
Zmeck was given a chance to redeem his crimes by being that wont stop him from being as violently and sadistically
subjected to a double application of Dilustel followed by malicious as possible while following orders. He is no great
exposure to a different type of irradiated bomb. As with thinker, however, a fact that limits his strategies and also how
Captain Atom, this operation thrust Zmeck into the future creatively he employs his control of dark matter.
where General Eiling gave him his name and costume be-
fore recruiting him to work for shadowy government or- Powers & Abilities
ganizations. Major Force has since faced off against many
Major Force is encased in Dilustel, allowing him to manipu-
heroes, frequently with the U.S. governments sanction, and
late and draw power from the universal quantum field, as well
has been killed several times as a resultbut always comes
back for more.

Personality
Real Name: (Sergeant) Clifford Zmeck
Occupation: U.S. government agent, soldier
A multiple-murderer and psychopath who revels in violence,
Major Force is a vengeful man with little initiative or capac-
Base: Washington, D.C.

36 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Major Force PL14
STR STA AGL DEX FGT INT AWE PRE Power Points
17 12 2 1 8 0 1 0 Abilities 82 Skills 15

Powers Powers 104 Defenses 17

Dilustel Covering: Immunity 10 (Life Support); Immortality 1; Advantages 12 Total 230


Impervious Toughness 14; Protection 2 28 points Complications
Quantum Channeling: Power-lifting 5 (Lifting Str 22; 100,000
tons), Flight 12 (8,000 MPH), Leaping 9, Regeneration 1 Quantum Energy Reliance: Major Force must maintain a
(Persistent) 40 points connection to the quantum fields energy. If drained of this
Quantum Manipulation: Array (32 points) energy or otherwise denied access, he will become inert (at
Dark Matter Blast: Ranged Damage 14, Accurate 2, Split 2 best) or possibly die.
32 points Unstable: Major Forces capability to follow orders or devise
Dark Matter Constructs: Create 7 (Continuous, Movable, tactics relies upon a steady state of mind, which he loses easily
Precise) 1 point in combat or when Zmeck feels he has been slighted. He will
Quantum Blast: Ranged Damage 17 (Diminished Range, also act against orders to carry out his vendettas.
Inaccurate) 1 point
Quantum Burst: Burst Area 2 (60 feet) Damage 10 1 point
Quantum Drain: Weaken All Electromagnetic Energy
Powers 6, Broad (all EM Energy), Concentration, Progressive
1 point

Advantages
All-out Attack, Benefit (Security Clearance), Power Attack,
Ranged Attack 9

Skills
Athletics 5 (+22), Close Combat: Unarmed 3 (+11), Deception
2 (+2), Expertise: Military Science 3 (+3), Intimidation 8 (+8),
Investigation 2 (+2), Perception 3 (+4), Persuasion 4 (+4)

Offense
Initiative +2
Dark Matter Blast +14 Ranged, Damage 14
Quantum Blast +8 Ranged, Damage 17
Unarmed +11 Close, Damage 17

Defense
Dodge 8 Fortitude 14
Parry 10 Toughness 14
Will 8

as offering him a degree of protection. He channels quantum


energy for physical enhancement (he is Str 3 and Sta 3 with-
out the Dilustel), precise dark matter creation and control,
and for firing dark matter blasts. He has recently learned to
use the energy for quantum blasts and flight, and to manipu-
late various electromagnetic energy forms (including the
ability to drain Superman of solar energy).

Allies
He has taken marching orders from the Quorum, S.H.A.D.E.,
and the Injustice League, as well working directly for Presi-
dent Luthor while Lex was still in power.

Enemies
Zmeck despises his predecessor, Captain Atom, and he feels
equal hate for all Green Lanterns.

Heroes & Villains, Vol. 2 37


Andre Nutter (order #3338244) 1
Man-Bat
Man-Bat PL9
STR STA AGL DEX FGT INT AWE PRE
6 6 7 4 10 4 3 1
Powers
Bat Wings: Flight 5 (60 MPH), Wings 5 points
Claws: Strength-based Damage 1 1 point
Echolocation: Senses 3 (Accurate and Extended Hearing)
3 points

Advantages
Close Attack, Defensive Roll 2, Favored Environment
(Nighttime), Improved Critical (Claws), Improved Initiative,
Move-by Action, Startle

Skills
Acrobatics 8 (+15), Athletics 8 (+14), Expertise: Zoology 8 (+12),
Intimidation 8 (+9), Perception 10 (+13), Stealth 8 (+15)

Offense
Initiative +11
Claws +11 Close, Damage 7, Crit. 19-20
Unarmed +11 Close, Damage 6

Defense
Dodge 10 Fortitude 10
Parry 10 Toughness 8/6*
Dr. Kirk Langstrom was a biologist who specialized in the
study of the genus Chiroptera (bats). He discovered that he Will 8 *Without Defensive Roll.
was going deaf and, rather than live with his disability, he Power Points
attempted to distill a serum that would grant him a bats
heightened sense of hearing. He succeeded, but his serum Abilities 82 Skills 25
had the unfortunate side effect of transforming him almost Powers 9 Defenses 12
completely into a human-sized bat.
Advantages 8 Total 136
Man-Bat, quickly losing touch with his human nature, ram- Complications
paged through Gotham City until Batman stopped him. Rath-
er than incarcerate the unfortunate scientist, Batman helped Normal Identity: If the bat-gland serum wears off or is
Langstrom administer an antidote, thus giving Man-Bat some countered by an antidote, Man-Bat reverts to Kirk Langstrom,
control over his transformation as long as he injects the anti- who has STR 0, STA 0, AGI 1, DEX 1, FGT 1, and none of Man-Bats
dote before his reason disappears. powers, advantages or skills except for Expertise.
Sensitivity to Light and Sound: Man-Bats heightened senses
Man-Bat rarely acts with evil intent, but often falls victim to are susceptible to loud noises and bright light.
delusional beliefs, the most common being that his wife and
daughter are dead. His animal side removes his reason so that
the less human and more brutal he becomes. Dr. Langstrom
Langstrom becomes ruled by fear and his violent response to
is not a typical villain; he loves his wife and child and it is
it. Villains like Rs al Ghl have used this to their advantage to
only under the transformative power of the serum that he
manipulate Man-Bat. He is one of the few people to know the
becomes the violent Man-Bat, often believing (erroneously)
location of the Batcave because he followed a flock of bats
that his loved ones are dead and a real or imagined enemy
there, but he cannot find it when he is human.
must pay.

Personality Powers & Abilities


When he takes the serum that transforms him into Man-Bat, While under the power of his transformative serum, Man-Bat
Dr. Kirk Langstrom loses control over his base animal nature. possesses sonar abilities that give him echolocation, super-
The change occurs slowly; the longer he remains as Man-Bat, strength, and the ability to fly using his batlike wings. His
large ears provide enhanced hearing.

Real Name: Dr. Kirk Langstrom Allies


Occupation: Scientist
Dr. Langstroms wife, Francine, injected herself with her hus-
Base: Gotham City bands serum to become She-Bat. Man-Bat has often been

38 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
used by Gothams criminal element as a cog in their plans, Enemies
and he has teamed up with The Joker, The Riddler, and Two-
Face at various points in his career. When he has worked for Man-Bat often finds himself in conflict with Batman and Robin
good, Man-Bat has allied himself with Batman, Superman, as he gradually loses his mind under the influence of the serum.
and Hawkman. Man-Bat was a member of the Secret Society Both Talia and Rs al Ghl have fought him at various times, the
of Super Villains for a time. latter using Langstroms family to manipulate his animal side.

Manhunter
Manhunter (Kirk DePaul) PL9 Manhunter (Kirk DePaul)
STR STA AGL DEX FGT INT AWE PRE Kirk DePaul is the only one of the Councils Paul Kirk clones
that is known to be living; the others were located and killed
3 3 4 4 8 1 3 5
by Paul Kirks former allies. The clone fled from his masters
Powers after he felt an odd twinge of guilt in battle.
Healing Nanobots: Regeneration 3 3 points DePaul, as he chose to call himself, earned a living as a
Equipment highly paid freelance operative and somehow managed to
remain under the radar of the super hero community until
Mauser: Ranged Damage 4 8 points he finally crossed paths with Nightwing. Shortly thereafter,
Shuriken: Ranged Multiattack Damage 3 3 points Josiah Power recruited DePaul, offering him a full partnership
Katar (Long Dagger): Strength-based Damage 2 2 points in the Power Company.
Advantages
Personality
Accurate Attack, Assessment, Chokehold, Close Attack 2,
Defensive Attack, Defensive Roll 3, Equipment 3, Great Kirk DePaul is an arrogant, swaggering hero-for-hirea sort
Endurance, Improved Initiative, Instant Up, Power Attack, of twisted hybrid of Paul Kirks 1940s and modern-day perso-
Precise Attack (Ranged; Concealment), Ranged Attack 7, nas. DePaul likes to boast that hes only interested in money,
Takedown, Throwing Mastery 2, Tracking but he regularly proves that he does have a conscience.
Skills
Acrobatics 5 (+9), Athletics 3 (+6), Close Combat: Katar 3 (+11), Real Name: Kirk DePaul
Deception 6 (+11), Expertise: Tracking 5 (+6), Insight 4 (+7), Occupation: Mercenary
Intimidation 3 (+8), Perception 5 (+8), Persuasion 3 (+8), Sleight
of Hand 2 (+6), Stealth 5 (+9), Treatment 3 (+4), Vehicles 2 (+6)
Base: Mobile
Offense
Initiative +8
Unarmed +10 Close, Damage 3
Katar +13 Close, Strength-based Damage 5
Mauser +11 Ranged, Damage 4
Shuriken +11 Ranged, Multiattack Damage 3

Defense
Dodge 11 Fortitude 8
Parry 11 Toughness 6/3*
Will 8 * Without Defensive Roll.

Power Points
Abilities 62 Skills 25
Powers 3 Defenses 20
Advantages 28 Total 138

Complications
Honor: Manhunter has a strong sense of honor. Hes not sure
where it came from, but its existence makes him unlike the
other Paul Kirk clones.
Greed: Manhunter is in the hero business to make money
as long as that goal doesnt conflict with his sense of honor.

Heroes & Villains, Vol. 2 39


Andre Nutter (order #3338244) 1
Powers & Abilities Enemies
DePaul is one of the many clones of Paul Kirk that were cre- Though theyre not quite enemies, DePaul is closely moni-
ated and trained by the Council. Like his father hes an un- tored by Interpol agent Christine St. Clair and martial arts
believably skilled combatant and tracker. He too was injected master Asano Nitobe. St. Clair and Nitobe made it their mis-
with nanobots that accelerate his healing. sion to hunt down and kill all of the Councils Paul Kirk clones,
but theyve spared DePaul so far because he doesnt seem to
Allies be evil.

Manhunter (Paul Kirk)


As Manhunter, DePaul is a full partner in the Power Company,
a team of professional super heroes. He has strong connec-
tion with S.T.A.R. Labs since S.T.A.R. is a frequent client.
Big-game hunter Paul Kirk was one of the most famous men
in America during the Great Depression. Millions of young-
sters followed his exploits in newsreels and pulp adventure
Manhunter (Paul Kirk) PL12 magazines. Kirk put his legendary tracking skills to work
hunting criminals after he was recruited by the extraterres-
STR STA AGL DEX FGT INT AWE PRE
trial androids known as the Manhunters.
3 4 6 5 10 1 4 4
The world believes Paul Kirk died on a hunting expedition in
Powers 1946 but, in reality, his story was just beginning. Kirks corpse
Healing Nanobots: Regeneration 3 3 points was seized by a conspiracy of super-criminals known as the
Council who began building an army of assassins cloned
Equipment from his genetic blueprint. Several decades later, when the
Mauser: Ranged Damage 4 8 points army was nearly complete, Kirk himself was revived and sub-
Shuriken: Ranged Multiattack Damage 3 3 points jected to intensive brainwashing and martial-arts training so
Katar (Long Dagger): Strength-based Damage 2 2 points he could serve as its commander.

Advantages But the Councils brainwashing never completely broke


Kirks will. He rebelled against his superiors on his very first
Accurate Attack, Assessment, Chokehold, Close Attack 4, mission and joined forces with Interpol agent Christine St.
Defensive Attack, Defensive Roll 4, Equipment 3, Great
Clair and his martial-arts instructor Asano Nitobe to bring
Endurance, Improved Initiative, Instant Up, Power Attack,
down the Council. In the end, Kirk apparently gave his life
Precise Attack (Ranged; Concealment), Ranged Attack 8,
to destroy the secret society once and for all, though a new
Takedown, Throwing Mastery 2, Tracking
incarnation of the Council soon arose to plague the Justice
Skills Society.
Acrobatics 6 (+12), Athletics 10 (+13), Close Combat: Katar 5 (+15),
Personality
Deception 6 (+10), Expertise: Tracking 9 (+10), Insight 8 (+12),
Intimidation 6 (+10), Perception 6 (+10), Persuasion 4 (+8), Ranged Back in the 1940s, Paul Kirk was a brash, larger-than-life man
Combat: Guns 5 (+10), Ranged Combat: Shuriken 5 (+10), Sleight of action and hero to millions. None of his old fans or friends
of Hand 5 (+10), Stealth 7 (+13), Treatment 5 (+6). Vehicles 4 (+9) would have recognized the man he became. After his resur-
rection and intensive training, Kirk became cold and calculat-
Offense
ing, almost robotic. His most notable trait was a sort of steely-
Initiative +10 eyed intensity.
Unarmed +14 Damage 3
Powers & Abilities
Katar +19 Close, Strength-based Damage 5
Mauser +18 Ranged, Damage 4 Paul Kirk received intensive combat and stealth training from
the legendary Asano Nitobe. He also underwent genetic re-
Shuriken +18 Ranged, Multiattack Damage 3
conditioning to improve his stamina and reflexes and he was
Defense injected with a colony of nanobots that enable him to recover
from physical injuries with astonishing speed.
Dodge 14 Fortitude 9
Parry 14 Toughness 8/4* Allies
Will 9 * Without Defensive Roll. Kirk was basically a loner, but he earned Batmans respect and
worked with the Dark Knight detective on one notable oc-
Power Points
casion. During the Second World War, the Manhunter was a
Abilities 74 Skills 46 member of the vaunted All-Star Squadron.
Powers 3 Defenses 22
Advantages 32 Total 177
Real Name: Paul Kirk
Complications
Occupation: Big-game hunter, secret agent
Enemy: The Council
Base: Empire City, later mobile
Quirk: Man without a past.

40 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Manhunter (Kate Spencer) Real Name: Kate Spencer
Frustrated when she saw supervillains escaping justice on Occupation: District Attorney
technicalities, federal prosecutor Kate Spencer took seized
equipment from evidence lockers and used it to take the
Base: Gotham City
law into her own hands as Manhunter. Becoming Manhunter
allowed her to bring what she decided was justice to vil- tangled in the Manhunter legacy, and led to the return of her
lainsincluding killing the murderous Copperheadbut it own violent, super-powered father.
also brought danger to her and her family as she became en-
Though she earned the respect of her fellow heroes, Man-
hunter was eventually forced to abandon her life in L.A. and
Manhunter (Kate Spencer) PL9 moved to Gotham City to become the citys district attorney.
STR STA AGL DEX FGT INT AWE PRE
Personality
4 2 2 3 5 2 1 2
Manhunter is quick, tough and determined to achieve her
Powers
goals. However, her temper and her convictions often con-
Clawed Gauntlets: Penetrating 4 on Strength Damage; spire to override her common sense, frequently drawing her
Movement 1 (Safe Fall, LimitedMust be near a surface) deep into a conflict without her being fully prepared.
(Removable, -1 point) 4 points
Darkstar Uniform: Enhanced Strength 2; Protection 5
Powers & Abilities
(Removable, -2 points) 7 points
Manhunter Mask: Immunity 10 (Mental effects), Senses 2 Manhunters abilities come from equipment she stole from
(Darkvision) (Removable, -2 points) 10 points the L.A. County evidence lockera Darkstar uniform that
Power Staff: Ranged Damage 5; Leaping 7 (Easily Removable, grants her strength and protection, clawed gauntlets built by
-6 points) 11 points the hero Azrael when he was standing in for Batman, and a
Advantages
power staff once carried by a previous Manhunter that allows
her to fire energy blasts and leap through the sky.
Benefit (Independently Wealthy), Contacts, Defensive Roll,
Improved Initiative, Improved Smash, Power Attack

Skills
Acrobatics 6 (+8), Athletics 6 (+10), Close Combat: Clawed
Gauntlet/Unarmed 9 (+14), Expertise: Law 6 (+8), Insight 7 (+8),
Intimidation, 4 (+6), Investigation 6 (+8), Perception 7 (+8),
Ranged Combat: Power Staff 10 (+13), Stealth 6 (+8)

Offense
Initiative +6
Power Staff +13 Ranged Damage 5
Clawed Gauntlets +14 Close, Damage 4, Penetrating 4
Unarmed +14 Close, Damage 4

Defense
Dodge 10 Fortitude 8
Parry 10 Toughness 8/7*
Will 6 *Without Defensive Roll.

Power Points
Abilities 38 Skills 34
Powers 32 Defenses 24
Advantages 6 Total 135

Complications
Driven by Justice: As a lawyer, Kate Spencer is bound by the
complications of the legal system, but as Manhunter she can
do whatever it takes to ensure that the wronged get justice
and villains are punishedeven if it means using lethal force.
Single Mother: Spencer is a single mother to her son Ramsey,
and often struggles to balance her careers as a lawyer and
Manhunter while protecting her son from the demands and
dangers of both roles.

Heroes & Villains, Vol. 2 41


Andre Nutter (order #3338244) 1
Allies The Manhunters
Manhunters first ally was one-time henchman Dylan Battles,
The Manhunters are highly advanced robots created by the
who she coerced to maintain and improve her equipment.
Guardians of the Universe (see Vol. 1) more than three bil-
Her long-time friend and Department of Extranormal Opera-
lion years ago to function as a cosmic police force. Originally
tions (DEO) agent Cameron Chase arranged for Manhunter to
driven by the Guardian-given desire to see justice done, they
work with the agency, and she has also gone into the field
would commonly recite their creed, No evil escapes the Man-
alongside the Birds of Prey. Kate Spencers grandparents
hunters, as they relentlessly pursued criminals throughout
are Golden Age heroes Iron Munroe and Phantom Lady,
space.
and while the genetic legacy of their powers seems to have
skipped Spencer, her son Ramsey has manifested powers of Unfortunately, the emotionless Manhunters programming
his own. Spencer gained a personal connection to the Man- was designed to evolve, but it did so in an unintended di-
hunter legacy when she befriended Mark Shaw, one of the rection. The hunt and capture of criminals soon became the
previous heroes to bear the name, and also counts Obsidian Manhunters ultimate goal, rather than pursuing justice; their
of the Justice Society as one of her close friends. creed changed to No man escapes the Manhunters. The an-
droids further concluded that sentient life was the root of the
Enemies universes woes and thus had to be destroyed, leading to the
Manhunters fatal punishment of Copperhead attracted the massacre of Sector 666 and open rebellion against Oa, where
attention of the Society and its villainous members, including they were defeated. The surviving androids fled to Sector
Shrapnel, Shadow Thief and Cheshire. Even when defending 3601, a forbidden, lifeless section of space where they built a
villains like Dr. Psycho in court as Kate Spencer, she often ends new home world from which they could oppose their newly
up battling them as Manhunter. In Gotham, Manhunter has raised replacements, the Green Lantern Corps.
battled the skin-stealing Jane Doe, and attempted to corner The Manhunters millennia-spanning machinations included
and convict Two-Face. posing as members of sentient races (including that of Earth
and Mars) in order to spread the Cult of the Manhunters and
discredit the Green Lanterns. Led by a Grandmaster, these
cults spread subversion in the name of justice, transforming
entire populations into their agents. On Earth, the Manhunter
cult manifested as a secret organization whose members as-
sumed the name and look of their unknown masters until the
Justice League exposed and defeated them. The Manhunters
managed to infiltrate agents into the lives of many super he-
roes, leading to events that saw the world nearly turn against
its metahuman benefactors, but Earths heroes turned the
tables by destroying the Manhunters leader and home world.

The Manhunters would build a new world, Biot, and with the
arrival of Cyborg Superman they returned to plotting against
the re-forming Green Lantern Corps. As the Manhunters new
Grandmaster, Cyborg Superman decreed sentient life need
not be destroyed in order to complete their missionit only
needed to be controlled. As such, Cyborg Superman devised
new android models and outfitted the Manhunters with bio-
logical components to make them more like him. Using the
supposedly dead Lost Lanterns to power their efforts using
the Lanterns links to the power battery of Oa, the Manhunt-
ers created a new power battery of their own to supercharge
their weaponry via these new organic components. One of
the Lost Lanterns escaped, however, involving Green Lan-
terns Guy Gardner and Hal Jordan in the resulting investiga-
tion.

Though defeated when Hal Jordan and the Lost Lantern Ari-
sia used a controlled Highmaster to destroy the Manhunters
power battery, the robots rose from defeat by joining with
the Sinestro Corps, transforming themselves into mobile yel-
low power batteries capable of draining rings of other colors.
Subsequently, their New Warworld and most of the Manhunt-
ers were destroyed during Sinestros assault on Earth.

The Manhunters were designed to withstand the rigors of


their original duties as interstellar police operatives, and were
equipped with energy-channeling batons that replaced their
original stun guns.

42 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Manhunter Upgrades
The Manhunters have evolved over the millennia, including replacing their trademark baton with the ability to fire energy
blasts from their eyes and hands. These upgraded models replace the Energy Baton array with an Energy Blast of equal
rank that may be fired from its eyes or hands, and add isnt Easily Removable (+10 points). Also, change Ranged Combat
(Energy Baton) to Ranged Combat (Energy Blasts).
As the Manhunter Grandmaster, Hank Henshaw a.k.a. Cyborg Superman has also added his own upgrades to the
Manhunter race, combining certain models robotics with biological elements and Kryptonian technology in pursuit of
their next stage of evolution. He has also incorporated into himself tendrils similar to those of the Highmasters, allowing
him to inject subjects with Willhunters (see the Highmaster entry).
Manhunter models aligned with Sinestros Yellow Lantern Corps act as mobile yellow power batteries by opening their
faceplates (Feature 1), but have also displayed the ability to drain energy from power rings of all colors, as per a Burst Area
2 Weaken Power Ring 8 (Resisted by Will; Affects Only Objects, Broad, Simultaneous) power worth 40 points..

Though there is a standard Manhunter configuration, alter- different use for captured Green Lanterns. The Highmaster
nate models also exist. These models feature different ca- opens its chest cavity to release ensnaring tendrils that inject
pabilities and varied appearances to suit a specific function, the subject with Willhunters. The Green Lantern is drawn into
such as close support or infiltration via disguise. The most the Highmasters chest and, once sedated by the Willhunters,
recent configurations include the Willhunter and Highmaster the Highmaster uses the captive Green Lantern as a living
models, both of which were created by Cyborg Superman battery, drawing upon its victims energy in order to enhance
(see Vol. 1). its own weaponry.

Willhunters are a weaponized nanite system that uses a sub-


jects regrets, faults, past errors and guilt to reprogram their
brain and subjugate their will. This process forces the sub-
jects mind into catatonia, leaving the body infused by cyber-
Highmaster Manhunter PL12 278 points
netics to be commanded by the Manhunters. Resisting their Abilities: Str 16 Sta Agl 2 Dex 3 Fgt 6 Int 1 Awe 1 Pre 0
influence by force of will destroys the nanites and purges an
Powers: Armor (Protection 6, Impervious Toughness 14),
infected body of their cybernetic infestation.
Flight (Flight 8 (500 MPH), AE: Movement 4 (Environmental
Highmasters (apparently named for the now-destroyed su- Adaptation: Zero-G, Space Travel 3)), Hand Blast (Ranged
preme model and former leader of the Manhunters) have Damage 12, Penetrating 12), Robot (Growth 8 (Permanent,
Innate), Immunity 40 (Fortitude effects, Mental effects), Super-
Senses (Senses 4, (Darkvision, Radio, Ultra-Hearing)), Universal
Translator (Comprehend 3, (Read, Speak, Understand)),
The Manhunters PL10 209 points Willhunter Tendrils (Affliction 14 (Resisted by Will; Entranced,
Abilities: Str 9 Sta Agl 4 Dex 5 Fgt 6 Int 2 Awe 1 Pre 1 Defenseless, Controlled), Cumulative, Progressive, Reach 2,
Subtle, Grab-Based)
Powers Armor (Protection 11, Impervious 6), Energy Baton
(Array, Easily Removable, Blast (Ranged Damage 12), AE: Stun Advantages: Eidetic Memory, Fast Grab, Favored Foe (Green
Blast (Ranged Cumulative Affliction 8 (Resisted by Fortitude; Lanterns), Tracking
Dazed, Stunned, Incapacitated))); Flight (Flight 11 (4,000 MPH), Skills: Close Combat: Unarmed 2 (+8), Close Combat:
AE: Movement 4 (Environmental Adaptation: Zero-G, Space Willhunter Tendril +4 (+10), Intimidation 6 (+6), Perception 3
Travel 3)), Robot Body (Immunity 40, (Fortitude Effects, Mental (+4), Ranged Combat: Hand Blasts 5 (+8)
Effects)), Super-Senses (Senses 4 (Darkvision, Radio, Ultra-
Offense: Initiative +2, Hand Blast +8 (Ranged, Damage 12,
Hearing)), Universal Translator (Comprehend 3 (read, speak,
Penetrating 12), Unarmed +8 (Close, Damage 16), Willhunter
understand all languages))
Tendrils +8 (Close, Reach, Affliction 14)
Advantages: Assessment, Eidetic Memory, Favored Foe (Green
Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 14,
Lanterns), Teamwork, Tracking
Will 8
Skills: Close Combat: Unarmed 4 (+10), Deception 8 (+9),
Totals: Abilities 52 + Powers 189 + Advantages 4 + Skills 10 +
Expertise: Law Enforcement 6 (+8), Insight 7 (+8), Investigation
Defenses 23 = 278
4 (+5), Perception 4 (+5), Ranged Combat: Energy Baton 3 (+8)
Complications: Power Ring Override: If an engulfed Green
Offense: Initiative +4, Energy Baton +8 (Ranged, Damage 12 or
Lantern breaks free of the Willhunters influence, the prisoner
Ranged, Affliction 8), Unarmed +10 (Close, Damage 9)
may use his power ring to initiate a Will check opposed by the
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness 10, Willhunters power rank. Failure means the Green Lantern may
Will 8 be affected normally by the Willhunters in subsequent rounds;
Totals: Abilities 66 + Powers 103 + Advantages 5 + Skills 18 + success instead places the Highmaster under the Green
Defenses 17 = 209 Lanterns control as though affected by a similar Affliction
power of a rank equal to the Green Lanterns Will modifier. Self-
Complications: Self-Destruct: Manhunters contain a deadly, Destruct: Highmasters contain a deadly, nuclear-level self-
nuclear-level self-destruct device to be employed as a defense destruct device to be employed as a defense against capture.
against capture. Using this ability destroys the Manhunter Using this ability destroys the Highmaster utterly. Burst Area 8
utterly. Burst Area 8 Damage 15, Triggered (timer). Damage 15, Triggered (timer).

Heroes & Villains, Vol. 2 43


Andre Nutter (order #3338244) 1
Martian Manhunter
Dr. Erdels experimental teleportation beam transported the Personality
Martian Jonn Jonzz to Earth. The shock of a face-to-face
encounter with a true alien gave Erdel a fatal heart attack, Jonn Jonzz is sober and serious, but also deeply compas-
leaving Jonn a stranger in a strange land. Using his tele- sionate. In spite of his alien nature (or perhaps because of it)
pathic and shape-changing abilities, he managed to blend he sees all life as worth saving. His telepathic abilities make
in and conceal his true nature. He eventually adopted the him an understanding listener and advisor, and hes a brilliant
identity of John Jones, a police detective, and covertly used strategic thinker and team coordinator. In spite of his close
his Martian powers to fight crime and protect the innocent friendships on Earth, Jonn carries a deep sense of loneliness
from harm. for the life he left behind on Mars.

The Martian Manhunter found his first true colleagues and Powers & Abilities
friends on Earth upon joining the Justice League of America.
Although initially suspicious of a telepathic, shape-changing The Martian Manhunter is one of the most powerful heroes
alien who seemed to come up with a new power every week, in the world: the early members of the Justice League used
the other members of the League came to accept Jonn as to joke how there seemed to be no end to Jonns powers.
one of their own. This helped to cushion the terrible blow He is nearly as strong, fast and tough as Superman or Won-
when he learned Dr. Erdels device transported him not only der Woman, and also has virtually complete mental con-
through space, but millennia through time. Mars is a dead trol over his physiology. He can change shape and become
world, and Jonns peopleincluding his wife and childare intangible or invisible at will. Jonn is also a powerful and
long gone. skilled telepath, able to read minds, communicate men-
tally over great distances and even influence the minds of
Jonn chose to focus his energies on his adopted world and others to a degree. His sole weakness is fire, which robs
his family within the Justice League. Various incarnations of him of his powers and renders him as vulnerable as an or-
the team have relied upon him as their best strategist and or- dinary human.
ganizer, including his ability to keep members in telepathic
contact over great distances. He has also explored Earth, tak- In addition to his regular set of powers, Jonn has consider-
ing on many human guises of different races, genders and able potential for power stunts, allowing him to display an
nationalities, operating in areas of the world largely ignored even greater range of effects than usual. Some of his potential
by other heroes. stunts include:

Martian Manhunter PL14


STR STA AGL DEX FGT INT AWE PRE Offense

16 10 2 2 8 3 4 3 Initiative +2

Powers Martin Vision +10 Ranged, Damage 11


Unarmed +12 Close, Damage 16
Flight: Flight 13 (16,000 MPH) 26 points
Space Flight: Movement 1 (Space Travel 1) 1 point Defense
Martian Durability: Protection 3, Impervious 6 points
Martian Morphology: Array (20 points), Dynamic Dodge 12 Fortitude 13
Intangibility: Insubstantial 4, Dynamic 21 points Parry 13 Toughness 13
Density: Protection 2, Impervious Toughness 15,
Will 15
Sustained, Dynamic 2 points
Invisibility: Visual Concealment 4, Dynamic 2 points Power Points
Shapeshifting: Morph (any form) 4, Dynamic 2 points
Martian Senses: Super-Senses 7 (Extended Vision 2, Mental Abilities 96 Skills 30
Awareness, Vision Penetrates Concealment) 7 points Powers 145 Defenses 29
Martian Strength: Power-lifting 4 (Lifting Str20; 25,000 tons)
Advantages 6 Total 306
4 points
Martian Vision: Ranged Damage 11 (force) 22 points Complications
Telepathy: Mental Communication 5, Mind Reading 11
31 points Enemy: His brother, Malefic.
Power Loss: Loss of powers and reduction of Str and Sta to 2
Advantages
when exposed to fire.
Contacts, Great Endurance, Leadership, Power Attack,
Prejudice: Often feels isolated among humans, a stranger in
Teamwork, Trance
a strange land.
Skills
Close Combat: Unarmed 4 (+12), Insight 8 (+12), Intimidation
5 (+8), Investigation 10 (+13), Perception 8 (+12), Persuasion
Real Name: Jonn Jonzz
5 (+8), Ranged Combat: Martian Vision 8 (+10), Stealth 4 (+6), Occupation: Detective, hero
Technology 4 (+7), Vehicles 4 (+6) Base: Earth

44 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Other Martians
Jonn later learned he was not the sole survivor of the Martian race. His twin brother, Maalefaak, is a mutant, born
without telepathic abilities. This turned him into a sociopath incapable of empathy and he engineered Hronmeers
Curse, a telepathic plague that wiped out Martian civilization. Malefic (as he became known on Earth) was the sole
survivor, living hidden in the ruins of Mars for centuries, until he learned his missing twin was alive on Earth. Malefics
abilities and traits are similar to those of the Martian Manhunter, save that he has no telepathic powers and is immune
to fire.
The first use of Dr. Erdels device brought a female Green Martian named DKay to Earth. A psychotic serial killer, DKay
went on a rampage and Erdel summoned Jonn partially to deal with her. DKay managed to hide (and murder) for years
using her powers before Jonn discovered her existence.
The Justice League also encountered a group of White Martians, warlike cousins of the peaceful Green Martians. They
escaped from exile to the dimension known as the Still Zone and attempted to deceive
humanity by posing as alien super heroes called the Hyperclan (each using just
one or two of their wide array of Martian powers). The League exposed their
plan and used their vulnerability to fire to defeat and re-imprison them.
The White Martians possess all of the same powers as Jonn, though their
natural form is more bestial and warlike.

Using his Martian Morphology array for virtually any sort


of effect based on changing his physiology, from Elon-
gation or shifting around his physical traits, to changing
his size or chemical composition, or even altering the
structure of his brain to affect his thinking in different
ways (granting him Enhanced Awareness, Insight, or
Perception, for example).

Stunts involving his Telepathy, ranging from Afflictions


(like Mind Control or altering memories, something
Jonn is normally reluctant to do) to Illusions (Resisted
by Will and Selective).

Stunts based on his Martian Strength, suitable for


any extremely strong hero (see the Powerhouse
archetype in DC Adventures for some examples).

Using the psychokinetic nature of his Flight and


Martian Vision for power stunts such as Move Ob-
ject effects or Flight that Affects Others.

Allies
A founding member of the Justice League, Jonn
counts the other founding members amongst his
best friends and allies. In particular he has worked
often with Batman, Superman, Aquaman and
Green Lantern.

Enemies
The Martian Manhunters foes include the Hu-
man Flame (who wears a special suit that
can project fire), the Master Gardener and
his Lizard-Men, and the evil genius Profes-
sor Hugo. He has confronted a number of
rogue members of his own race as well, in-
cluding the warlike White Martians and his
own brother, Malefic.

Heroes & Villains, Vol. 2 45


Andre Nutter (order #3338244) 1
Max Mercury
In 1838, a U.S. Cavalry scout tried but failed to prevent a Enemies
massacre of the Blackfoot tribe hed befriended. Before the
scout died, a shaman blessed him, granting the man super- Dr. Morlo is Maxs best-known foe from the 1940s, and the
human speed so he might stop further bloodshed. After he Rival his modern nemesis.
recovered, the scout used his powers to help others, becom-
ing renowned as Ahwehota, the Windrunner. When Windrun-
ner first experienced the call of the Speed Force, he resisted
merging with it and as a result suddenly found himself thrust Real Name: Unknown
into the 1890s. He continued his heroic activities in that era Occupation: Zen Guru of Speed
as Whip Whirlwind until subsequent brushes with the Speed
Force catapulted him to 1940.
Base: Manchester, AL
Settling in Oakwood Park, he took a job as a circus acrobat
and secretly battled evildoers as Quicksilver throughout the Max Mercury PL12
1940s. As Quicksilver he gained newfound allies in Johnny
Quick and the original Flash, and shared with them his hard- STR STA AGL DEX FGT INT AWE PRE
earned knowledge of the Speed Force. In 1948, Quicksilver
found himself thrust through time once again as he was flee-
2 3 3 3 4 3 2 1
ing after being discovered in an affair with a friends wife. He Powers
ultimately landed in present-day Keystone City.
Molecular Control: Insubstantial 4 20 points
Now known as Max Mercury, he continues to mentor speed- Speed-Force Aura: Immunity 1 (Friction Heat) 1 point
sters, most notably Bart Allen. He has recently returned from Super-Speed: Enhanced Defenses 18 (Dodge and Parry
a period of imprisonment in the Negative Speed Force after 9); Enhanced Advantages 24 (Agile Feint, Close Attack 4,
the Rival possessed his body. Defensive Roll 4, Evasion 2, Improved Initiative 8, Interpose,
Instant Up, Move-by Action, Seize Initiative, Takedown);
Feature 1 (Quick Change); Movement 3 (Wall-crawling 2,
Personality Water Walking), Limited to While Moving; Quickness 15;
Maxs Zen outlook makes him quiet and patient, as well as a Speed 15 (64,000 MPH) 73 points
perfect teacher and mentor. Advantages

Powers & Abilities Agile Feint, Benefit 1 (Cipher), Close Attack 4, Defensive Roll 4,
Evasion 2, Improved Initiative 8, Interpose, Instant Up, Languages
Empowered by the Speed Force, Max can move at tremen- 3 (Cantonese, Japanese, Mandarin, Russian), Move-by Action,
dous speeds and vibrate through solid objects unharmed. He Seize Initiative, Takedown
is also a highly skilled acrobat.
Skills
Allies Acrobatics 6 (+9), Athletics 6 (+8), Close Combat: Unarmed 2
(+10), Deception 5 (+6), Expertise: American Indian Culture
During World War II, Max worked with the Freedom Fighters & History 9 (+12), Expertise: Chemistry 4 (+7), Expertise:
and was assisted by his manservant Hoo Mee and friend Sho- The Speed Force 9 (+12), Insight 5 (+7), Intimidation 4 (+5),
shone. Hes now close to the entire Flash family, especially Perception 5 (+7), Persuasion 5 (+6), Stealth 4 (+7)
Bart Allen. His former archenemy Dr. Augustus Morlo is now
a friend as well. Offense
Initiative +35
Unarmed +10 Close, Damage 2

Defense
Dodge 16 Fortitude 10
Parry 16 Toughness 7/3*
Will 10 * Without Defensive Roll.

Power Points
Abilities 42 Skills 32
Powers 97 Defenses 22
Advantages 4 Total 197

Complications
Doing Good: Max believes in fighting for whats right in all the
eras in which he has lived.
Weakness: Extra effort involving Speed threatens to draw Max
into the Speed Force.
Relationship: Max has a daughter, Helen Claiborne.

46 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Metal Men
metal

The young Will Magnus was trained in the science of robotics


by T.O. Morrow, the roboticist who constructed the robotic hero Will Magnus PL10 91 points
Red Tornado. In achieving his doctorate, Magnus surpassed his
mentor with the invention of the responsometer, a sophisti- Abilities: Str 2 Sta 1 Agl 2 Dex 3 Fgt 2 Int 8 Awe 4 Pre 1
cated microcomputer that could bring inanimate metal to life. Advantages: Benefit 3 (wealth and resources), Contacts,
When placed into a metallic android, a responsometer draws Defensive Roll 2, Improvised Tools, Inventor, Languages 2,
upon the properties of the metal used to shape the android Leadership, Skill Mastery (Technology), Well-informed
to create that androids personality, though each is driven by Skills: Expertise: Science 12 (+20), Insight 6 (+10), Investigation
the heroic nobility of their creator. Implanting responsometers 6 (+14), Perception 4 (+8), Technology 12 (+20)
into seven types of metalcopper, gold, iron, lead, mercury,
Offense: Initiative +2, Unarmed +2 (Close, Damage 2)
platinum and tinMagnus has created a new team of heroes
named for the same metals: the Metal Men! Defense: Dodge 4, Parry 4, Fortitude 4, Toughness 3/1*, Will 9
* Without Defensive Roll.
Though the government has tried several times to seize the
Totals: Abilities 46 + Powers 0 + Advantages 13 + Skills 20 +
Metal Men to use them as military weapons, Magnus has re-
Defenses 12 = 91
sisted. Instead, he prefers to use the Metal Men to explore the
frontiers of science and protect humanity from cutting-edge Complications: MotivationDoing Good: Magnus is driven
science gone awry. Each time the Metal Men charge fearlessly to better the world any way he can. ObsessionScience:
into battle, secure in the knowledge that if they are destroyed Magnus is a scientist first and foremost. He is easily consumed
by work and distracted by new gadgets or technology.
Doc Magnus can salvage their responsometers to rebuild
them as he has hundreds of times before.
to pursue scientific exploration. Sending the Metal Men into
battle against scientific curiosities and experiments gone
Will Magnus awry, Magnus not only gathers interesting data, he also reas-
sures the public that super science can and will be used as a
Will Magnus is driven by the pursuit of science, one of the tool to benefit mankind. Like all else in Magnus life, his posi-
smartest people in the worldparticularly when it comes tion is a rational one, as he tends to be blind to the emotions
to robotics and mechanical engineeringand with an ego of those around him, even (and especially) the Metal Men.
that can swell to match. Yet unlike his mentor T.O. Morrow
and many of the scientists he encountered when kidnapped
to Oolong Island, Magnus recognizes that while there is no
Gold
good science or bad science, there are good and bad ways Stalwart and reliable, Gold is entrusted by Doc Magnus to
lead the Metal Men on the battlefield. Sometimes accused of
having no personality, Gold has recently been experimenting
Base: Glenview, IL with an ego and referring to himself in the third person, as
he has decided befits a hero given his responsibilitythough
Current Members: Dr. Will Doc Magnus (leader), what he calls self-respect and self-confidence, his teammates
Copper, Gold, Iron, Lead, Mercury, Platinum, Tin often call vanity and egotism.

Heroes & Villains, Vol. 2 47


Andre Nutter (order #3338244) 1
Gold PL10 206 points Tin PL10 166 points
Abilities: Str 7 Sta Agl 5 Dex 5 Fgt 9 Int 5 Awe 3 Pre 2 Abilities: Str 3 Sta Agl 4 Dex 4 Fgt 5 Int 2 Awe 0 Pre 2
Powers: Robot Body (Immunity 40 (Fortitude effects, Mental Powers: Robot Body (Immunity 40 (Fortitude effects, Mental
effects); Protection 8, Impervious), Shapeshifting (Elongation effects); Protection 8, Impervious), Shapeshifting (Elongation
8; Morph 4 (any form), Quirk: Limited to Same Color; Variable 8; Morph 4 (any form), Quirk: Limited to Same Color; Variable
2 (physical traits, 10 power points, plus changing existing 2 (physical traits, 10 power points, plus changing existing
physical trait allocations) physical trait allocations)
Advantages: Leadership, Power Attack Advantages: Interpose
Skills: Close Combat: Unarmed 4 (+13), Investigation 3 (+8), Skills: Close Combat: Unarmed 4 (+9), Technology 10 (+12)
Technology 7 (+12), Vehicles 6 (+11) Offense: Initiative +4, Unarmed +9 (Close, Damage 3)
Offense: Initiative +5, Unarmed +13 (Close, Damage 7) Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 8,
Defense: Dodge 12, Parry 12, Fortitude Immune, Toughness 8, Will 4
Will 8 Totals: Abilities 50 + Powers 97 + Advantages 1 + Skills 7 +
Totals: Abilities 82 + Powers 97 + Advantages 2 + Skills 10 + Defenses 11 = 166
Defenses 15 = 206 Complications: MotivationDoing Good: All of the Metal
Complications: MotivationDoing Good: All of the Metal Men are driven to make the world a better place. Insecure:
Men are driven to make the world a better place. Egotistical: Tin is unsure of himself and definitely regards himself as the
Gold comes off as full of himself. weakest member of the Metal Men.

Iron PL10 187 points Mercury PL10 197 points


Abilities: Str 13 Sta Agl 2 Dex 2 Fgt 6 Int 2 Awe 2 Pre 3 Abilities: Str 5 Sta Agl 8 Dex 8 Fgt 7 Int 1 Awe 1 Pre 1
Powers: Robot Body (Immunity 40 (Fortitude effects, Mental Powers: Robot Body (Immunity 40 (Fortitude effects,
effects); Protection 12, Impervious), Shapeshifting (Elongation Mental effects); Protection 6, Impervious), Shapeshifting
6; Morph 4 (any form), Quirk: Limited to Same Color; Variable (Elongation 4; Insubstantial 1; Morph 4 (any form), Quirk:
2 (physical traits, 10 power points, plus changing existing Limited to Same Color; Variable 2 (physical traits, 10 power
physical trait allocations) points, plus changing existing physical trait allocations)
Advantages: All-out Attack, Fearless, Power Attack Advantages: Agile Feint, Redirect, Set-Up 2, Teamwork
Offense: Initiative +2, Unarmed +7 (Close, Damage 13) Skills: Acrobatics 8 (+16), Close Combat 4 (+11), Technology 8 (+9)
Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 12, Offense: Initiative +8, Unarmed +11 (Close, Damage 5)
Will 6 Defense: Dodge 14, Parry 14, Fortitude Immune, Toughness 6,
Totals: Abilities 70 + Powers 103 + Advantages 3 + Skills 0 + Will 4
Defenses 11 = 187 Totals: Abilities 72 + Powers 97 + Advantages 5 + Skills 10 +
Complications: MotivationDoing Good: All of the Metal Defenses 16 = 197
Men are driven to make the world a better place. Protector: Complications: MotivationDoing Good: All of the Metal
Iron knows hes the strongest and often takes the lead in battle Men are driven to make the world a better place. Temper:
to protect others from harm. Mercury is a hothead and often gets upset with his teammates
which interferes with teamwork.
Lead PL10 179 points
Abilities: Str 12 Sta Agl 0 Dex 0 Fgt 6 Int 0 Awe 0 Pre 1 Platinum PL10 217 points
Powers: Robot Body (Immunity 45 (Fortitude effects, Mental Abilities: Str 6 Sta Agl 5 Dex 5 Fgt 6 Int 3 Awe 1 Pre 5
effects, Radiation damage); Protection 14, Impervious), Powers: Robot Body (Immunity 57 (Fortitude effects, Chemical
Shapeshifting (Elongation 8; Morph 4 (any form), Quirk: effects, Mental effects, Electrical damage, Cold, Heat); Protection
Limited to Same Color; Variable 2 (physical traits, 10 power 10, Impervious), Shapeshifting (Elongation 8; Morph 4 (any
points, plus changing existing physical trait allocations) form), Quirk: Limited to Same Color; Variable 2 (physical traits, 10
Advantages: Interpose power points, plus changing existing physical trait allocations)
Skills: Close Combat: Unarmed 2 (+8), Vehicles 8 (+8) Advantages: Attractive, Set-Up, Teamwork
Offense: Initiative +0, Unarmed +8 (Close, Damage 12) Skills: Close Combat: Unarmed 4 (+10), Persuasion 8 (+13),
Treatment 6 (+9)
Defense: Dodge 6, Parry 6, Fortitude Immune, Toughness 14,
Will 5 Offense: Initiative +5, Unarmed +10 (Close, Damage 6)
Totals: Abilities 48 + Powers 114 + Advantages 1 + Skills 5 + Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness
Defenses 11 = 179 10, Will 6
Complications: MotivationDoing Good: All of the Metal Totals: Abilities 72 + Powers 118 + Advantages 4 + Skills 9 +
Men are driven to make the world a better place. Slow: Lead Defenses 14 = 217
isnt very bright and often makes careless mistakes. Complications: MotivationDoing Good: All of the Metal
Men are driven to make the world a better place. Relationship:
Tina is in love with Magnus and pines for him often.

48 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Iron Platinum
The biggest and strongest of the Metal Men, Iron lumbers Unlike the other Metal Men, who are male, as an experiment
into battle ready to smash his opponents and shield his Dr. Magnus built his Platinum android as a female. The experi-
teammates. Hes particularly protective of Tin, though he of- ment quickly went in an unexpected direction, as Platinum
ten complains aloud that Tin and the rest of the team should fell in love with her creator and insisted on being called Tina
be better at defending themselves and their responsometers. as she pursued his affections. Though Magnus claims not to
return her feelings, he has occasionally betrayed a particular
Lead fondness for her. In the field, Platinum is often the one on the
team concerned with innocent bystanders and the human
elements around them.
Like the metal hes made of, Lead is strong but dull, sometimes
stumbling into battle without fully understanding whats go-
ing on. Yet he remains a reliable member of the Metal Men, and Tin
among the best on the team at shaping his body into blunt
weapons that can be used to batter the teams opponents. Tin is the smallest of the Metal Men, reflective of the massive
insecurity he feels about being made of the weakest metal on
Mercury the teamand thus probably its weakest member. Though
he constantly asks the team why they even want him along
on missions, Tin plays an important part when the Metal Men
Mercury likes to remind the Metal Men that mercury is the
form machines by joining them together, and usually comes
only metal liquid at room temperatureallowing Mercury
through in a pinch even if hes often the first one acciden-
to melt his android body into a liquid state. Mercurys person-
tally destroyed when things go wrong.
ality is just as volatile, with a hot temper he sometimes takes
out on his teammates.

Metallo
Petty thief John Corben would have died in a terrible car ac- most formidable weapon, however, is his kryptonite heart
cident if robotics genius Professor Emmet Vale hadnt found which poses an obvious threat to Superman.
and rescued Corben from the wreckage. Vale removed Cor-
bens brain from his badly damaged body and implanted it Allies
in Metallo, a formidable robotic frame powered by a kryp-
Corben is a frequent (and often reluctant) ally of Lex Luthor
tonite meteor. Because he believes that Superman is actually
and Brainiac, since the three share an intense hatred for the
an alien menace with a secret plan to dominate the world,
Man of Steel.
Vale tried to convince Metallo to destroy the Man of Steel, but
an angry Corben murdered his rescuer instead.

Metallo has tangled with Superman on countless occasions over


the years, his abilities sometimes augmented by various tem-
porary upgrades. Superman has destroyed Metallo more than
once, but Corben always seems to find a way to rebuild himself.

Personality
The transplant that placed John Corbens brain in a power-
ful robotic body also rendered him completely insane. Hes
now a dangerous homicidal maniac who will kill just about
anyone for sport, though hes particularly bent on destroying
Superman. Corbens dementia makes it easy for others to ma-
nipulate him.

Powers & Abilities


Metallos artificial body is nearly invulnerable against physi-
cal harm and hes superhumanly fast and strong. Perhaps his

Real Name: John Corben


Occupation: Common thief
Base: Metropolis

Heroes & Villains, Vol. 2 49


Andre Nutter (order #3338244) 1
Metallo PL12
STR STA AGL DEX FGT INT AWE PRE Defense
13 3 1 1 5 1 1 4 Dodge 8 Fortitude 13

Powers Parry 8 Toughness 16

Cyborg Body: Protection 13, Impervious; Senses 3 (Extended Will 8


Visual, Extended Auditory, Infravision); Immunity 6 (Aging, Power Points
Disease, Sleep, Starvation and Thirst, Suffocation (All))
35 points Abilities 58 Skills 14
Energy Blast: Ranged Damage 14 28 points Powers 63 Defenses 27
Advantages Advantages 5 Total 167
All-out Attack, Great Endurance, Improved Initiative, Power Complications
Attack, Startle
Cyborg: Metallo looks like a man-machine hybrid which makes
Skills most people uncomfortable.
Close Combat: Unarmed 5 (+10), Deception 1 (+5), Intimidation Kryptonite Heart: Metallos kryptonite heart powers his body.
6 (+10), Perception 4 (+5), Ranged Combat: Energy Blast 9 Without his heart, he quickly loses power and becomes inert.
(+10), Technology 3 (+4) MotivationPower: Metallo is interested in power no matter
Offense what form it takes and enjoys proving hes the most powerful
guy around.
Initiative +5
Unarmed +10 Close, Damage 13 Kryptonite Heart
Blast +10 Close, Damage 14 Metallos cyborg body is powered by a chunk of pure
kryptonite. When his chest plate is closed the kryptonite
is safely shielded within his metal frame. When the plate
Enemies is open, the kryptonite will affect Superman but is also
Superman and his friends in the super hero community are susceptible to being attacked or grabbed. Corben can
open or close his chest plate with a free action, but he
always on the lookout for Metallo, given the danger he rep-
cant open and close it in the same turn.
resents.

Metamorpho
Rex Mason was a globetrotting adventurer and soldier of
fortune who was in love with Sapphire Stagg, the daugh-
Personality
ter of his sometimes employer, industrialist Simon Stagg. Rex is headstrong and brave to the point of recklessness. An
He refused to marry his beloved Sapphire until he had everyman sort of hero, he remains modest and surprisingly
amassed his own fortune, however, a desire that Simon unassuming despite his abilities, which he resents for setting
used to manipulate him. Sent to recover the Orb of Ra, him apart from the rest of humanity. As a former soldier of
a fabled artifact, Mason was ambushed by Java, Staggs fortune, Mason is pragmatic and very adaptable to different
bodyguard, before he could finish the job, and was left situations and cultures, even without his superhuman abili-
for dead. Instead of killing him as Java intended, his pro- ties.
longed exposure to the Orb turned Mason into the freakish
Metamorpho, The Element Man. Powers & Abilities
Since that time, Mason has made good use of his abilities, Metamorpho was changed into an elemental being by his ex-
albeit reluctantly, to fight the good fight, all the while trying posure to the Orb of Ra, becoming one of the metamorphae
to find a way to return to human form. Thanks to interfer- Ra created to aid in the gods eternal fight against the serpent
ence from her father, Masons relationship with Sapphire, of the night, Apep. He can change his shape and transmute
despite the birth of their son, remains a troubled and dis- into any element found in the human body. Metamorphos
tant one. inhuman form grants him incredible durability and superhu-
man strength. He is essentially immortal until such time as
Ra grants him rest, and has died and been resurrected more
Real Name: Rex Mason than once; this is better handled as a plot device rather than
a power, given as its generally been out of Masons control,
Occupation: Adventurer, former soldier of fortune but Gamemasters who desire otherwise can add Immortality
Base: Mobile 1 to his powers.

50 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Metamorpho PL12
STR STA AGL DEX FGT INT AWE PRE Offense

11 12 8 2 8 1 1 2 Initiative +12
Gaseous/Liquid Form Close, Cloud/Shapeable Area
Powers
Progressive Affliction 7, Resisted
Chemical Elemental: Immunity 8 (Age, Cold, Critical Hits, by Fortitude
Disease, Heat, Poison, Pressure); Protection 2; Impervious
Shapeshifted Limbs +10 Close, Damage 14
Toughness 8; Senses 2 (Detect Chemical Composition
(touch, Analytical)) 20 points Unarmed+10 Close, Damage 11
Limited Shapeshifting: Strength-based Damage 3, Variable
Defense
Descriptor (bludgeoning from hammer hands, slashing
from scissor hands, etc.); Elongation 3; Leaping 4; Morph 2, Dodge 10 Fortitude 14
QuirkCannot change colors 20 points
Parry 10 Toughness 14
Transmutation: Array (58 points)
Chemical Manipulation: Transform 14 (a substance into Will 9
another substance derived from chemical reactions),
Precise, Subtle 58 points Power Points
Gaseous Form: Cloud Area Progressive Affliction 7 Abilities 90 Skills 26
(Resisted by Fortitude; Dazed, Stunned, Incapacitated);
Powers 100 Defenses 14
Cloud Area Concealment 4 Attack (All Visual); Flight 3 (16
MPH); Insubstantial 2 1 point Advantages 7 Total 237
Liquid Form: Shapeable Area Progressive Affliction 7
(Resisted by Fortitude; Dazed, Stunned, Incapacitated); Complications
Shapeable Area Concealment Attack 4 (All Visual, Limited to Freakish Appearance: As Metamorpho, Rex Mason is an
Underwater); Insubstantial 1; Swimming 4 (8 MPH). 1 point obvious metahuman, oddly colored and possessing strange
skin textures.
Advantages
I Want My Life Back!: Mason is an unwilling metahuman,
Close Attack 2, Diehard, Great Endurance, Improved Initiative, desperate to be rid of his powers and restored to a normal
Seize Initiative, Uncanny Dodge human state.
Skills Vulnerability: Anyone possessing the Orb of Ra can use it to
incapacitate or control Metamorpho using a mental command.
Athletics 4 (+15), Deception 6 (+8), Expertise: Soldier of Fortune
Mason has no defense against the Orb of Ra.
8 (+9), Insight 8 (+9), Intimidation 6 (+8), Investigation 6 (+7),
Perception 6 (+7), Ranged Combat: Guns 4 (+6), Vehicles 4 (+6)

Heroes & Villains, Vol. 2 51


Andre Nutter (order #3338244) 1
Java PL6 67 points Allies
As a former member of the Justice League and multiple incarna-
Abilities: Str 5 Sta 4 Agl 0 Dex 0 Fgt 5 Int -1 Awe 1 Pre 0
tions of The Outsiders, as well as having teamed up with a broad
Powers: Tough Skin and Dense Bone (Protection 2) cross-section of other heroes, Metamorpho can call on a large
Advantages: All-out Attack, Chokehold, Close Attack 2, and diverse number of allies. Despite their troubles, he can also
Diehard, Great Endurance, Power Attack, Startle generally count on aid from Sapphire Stagg if he needs it.
Skills: Acrobatics 6 (+6), Athletics 6 (+11), Deception 2 (+2), Enemies
Expertise: Sapphire Stagg 6 (+5), Intimidation 6 (+6), Stealth 4
(+4) Metamorpho has fought any number of well-known villains,
Offense: Initiative +0, Unarmed +7 (Damage 5) but none that qualify as personal nemeses. He and Simon
Stagg share a deep loathing and contempt for one another,
Defense: Dodge 6, Parry 6, Fortitude 10, Toughness 6, Will 2 though, and the industrialist will go to great lengths to make
Totals: Abilities 28 + Powers 2 + Advantages 8 + Skills 15 + Masons life difficult.
Defenses 14 = 67

Sapphire Stagg PL2 25 points


Java
Abilities: Str -1 Sta 1 Agl 1 Dex 1 Fgt 0 Int 3 Awe 1 Pre 1 Java is Simon Staggs brutish bodyguard, a Neanderthal fro-
zen in ice for millennia, found and thawed out by Stagg Enter-
Advantages: Attractive, Benefit 3 (Millionaire), Luck 1 prises. He is devoted to his boss and slavishly obsessed with
Skills: Athletics 2 (+1), Expertise: Jet-Setter 6 (+6), Persuasion Sapphire, whose relationship with Rex is the impetus behind
4 (+5) Javas great animosity toward the hero.
Offense: Initiative +1, Unarmed +0 (Damage -1)
Defense: Dodge 3, Parry 2, Fortitude 1, Toughness 1, Will 3 Sapphire Stagg
Totals: Abilities 8 + Powers 0 + Advantages 5 + Skills 6 +
Defenses 6 = 25 Sapphire is Rex Masons true love and the mother of his child.
As Daddys little rich girl, for the longest time Sapphire re-
fused to believe how ruthless and immoral her father could
Simon Stagg PL4 57 points be, only in recent years standing up for herself and for Rex.
Abilities: Str 1 Sta 1 Agl 0 Dex 0 Fgt 2 Int 3 Awe 2 Pre 3
Advantages: Benefit 4 (Multi-millionaire), Connected, Skill Simon Stagg
Mastery (Expertise: Business), Well-informed
Skills: Deception 11 (+14), Expertise: Business 7 (+10), Insight
Simon Stagg is the unscrupulous CEO of Stagg Enterprises
6 (+8), Intimidation 4 (+7), Perception 4 (+6), Persuasion 6 (+9) and the former employer of Rex Mason. The father of Rexs
love, Sapphire, it is Simon who sent Mason after the Orb of Ra
Offense: Initiative +0, Unarmed +2 (Damage 1) and who has attempted to exploit Rex and his abilities since
Defense: Dodge 2, Parry 2, Fortitude 3, Toughness 1, Will 5 that time, all the while equally fervent in his attempts to keep
Totals: Abilities 24 + Powers 0 + Advantages 7 + Skills 19 + Rex away from Sapphire (for whom nobody, especially Rex, is
Defenses 7 = 57 good enough in Simons eyes).

Mirror Master
MIrror
Sam Scudder first discovered his powers while performing
menial work in prison, where he accidentally poured a unique Real Name: Sam Scudder (I), Evan McCulloch (III)
chemical on a mirror. Intrigued by the strange properties the
mirror developed, Scudder eventually discerned the different
Occupation: Criminal, mercenary
powers at his disposal, the first being the ability to create mir- Base: Mobile
ror duplicates of people so they could commit crimes in his
stead.
sion to Oas past, but his pride caused him to bicker with his
He escaped prison through the Mirror Dimension, where he partners Icicle and Maaldor, activating a trap that killed the
was adopted by a race that was fascinated by his ability. three of them before they could accomplish their objective.
Bored to tears, Scudder tricked Flash into the Mirror Dimen-
For a brief time, Digger Harkness, the first Captain Boomer-
sion to help him return to the real world, but Flash simply put
ang, used the Mirror Master equipment to commit crimes
him back in jail.
behind the back of the Suicide Squad, to which he belonged
Scudder encountered Flash many times, as a member of the at the time.
Rogues and many other criminal groups, including the Secret
The third and current Mirror Master is Evan McCulloch. The
Society of Super-Villains. During the Crisis on Infinite Earths,
Scottish mercenary grew up in an orphanage and, after failing
Mirror Master joined Lex Luthor and other villains in the mis-
to make an honest living, became one of the best hit men in

52 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Mirror Master PL10
STR STA AGL DEX FGT INT AWE PRE
2 3 2 4 3 1 2 0
Powers
Armored Costume: Protection 3, Subtle, Removable (-1 point)
3 points
Holo-Mirrors: Variable 10 (mirror or reflection-based effects,
50 points), Removable (-14 points) 56 points
Mirror Gun: Ranged Damage 12 (laser), Accurate, Easily
Removable (-10 points) 15 points
Mirror Travel: Array (42 points), Easily Removable (-16 points)
26 points
Mirror Portal: Portal Teleport 8 (1 mile), Accurate, Easy,
Extended (250 miles), MediumReflective surfaces 42 points
Personal Mirror Portal: Teleport 8 (1 mile), Accurate, Easy,
Extended (250 miles), MediumReflective surfaces 1 point

Advantages
Close Attack 2, Connected, Defensive Attack, Defensive Roll 2,
Evasion, Improved Aim, Improved Initiative, Inventor, Precise
Attack 2 (Close and Ranged; Cover), Ranged Attack 2, Redirect,
Uncanny Dodge

Skills
Close Combat: Holo-Mirror 5 (+8), Deception 5 (+5), Expertise:
Underworld 6 (+7), Insight 6 (+8), Perception 7 (+9), Persuasion
6 (+6), Ranged Combat: Holo-Mirror 4 (+8), Ranged Combat:
Mirror Gun 2 (+6), Technology 9 (+10)

Offense
Initiative +6
Unarmed +7 Close, Damage 2
the country. His life turned around when he realized his latest
Holo-Mirror +10 Close or Ranged, Varies up to 10 hit had been his biological father, whom he recognized from
Mirror Gun +8 Ranged, Damage 12 the photo he carried from when he was given up in adoption.
He was too late to contact his mother, for depression led her
Defense to commit suicide. McCulloch was ready for a change when
Dodge 10 Fortitude 8 an American consortium approached him, offering him the
gear of the first Mirror Master to act as a black-ops hit man in
Parry 10 Toughness 8/6* the guise of a super-villain.
Will 8 *Without Defensive Roll.
When his employers sent him to scare Animal Man by threat-
Power Points ening his family and later to kill them, McCulloch rebelled;
Abilities 34 Skills 25
this was against his code of honor. Instead he killed his em-
ployers and went freelance, eventually joining the Rogues to
Powers 100 Defenses 26 take Scudders place.
Advantages 16 Total 201
He was an asset for various plans and agencies, among them
Complications the demon Neron, Libra, the Suicide Squad and Lex Luthor,
though he betrayed the latter when Batman offered him
Addiction (Evan McCulloch): Evan McCulloch is addicted to
cocaine, though Captain Cold is helping him kick the habit
twice the pay in the form of a donation to the orphanage
(by kicking him for being an idiot). where McCulloch grew up.

No Women, No Children (Evan McCulloch): Like the other McCulloch remains free and abroad along with his fellow
Rogues, Mirror Master refuses to harm innocent women and Rogues, struggling with a cocaine addiction he acquired dur-
children. While this mostly manifests as reluctance in the case ing his time in the Suicide Squad.
of female and teenage super heroes, he did once protected
fallen heroines from being sexually assaulted by Doctor Light. Personality
Past Ties (Evan McCulloch): McCulloch has assumed some
Sam Scudder was an ingenious criminal, but not a genius.
responsibility for the orphanage where he grew up and
Most of his applications of reflections and his discovery of the
donates part of his criminal earnings to its support.
Mirror Dimension were coincidence. He was persistent and
Petty Pride (Sam Scudder): While ingenious and visionary, had a cruel streak, which he indulged using his ability to cre-
the first Mirror Master was still a petty criminal hampered by ate illusions and dastardly plots.
short-term goals and narcissistic pride.

Heroes & Villains, Vol. 2 53


Andre Nutter (order #3338244) 1
Mirror Mastery
Mirror Master has a remarkable ability to come up with new and almost supernatural effects for his mirrors. The Holo-
Mirrors Variable effect covers this versatility, though there are some effects Mirror Master favors:
Mirror Image: Summon Holo-Duplicates 5, Multiple Minions 3 (4 images), Sacrifice 45 points
Mirror Shift: Dimensional Movement 1 (The Mirror Dimension), Attack, Affects Others 4 points
Solid Hologram: Area Burst 3 (60 feet) Illusion 7 (Visual and Touch), Independent, Limited 49 points
Copy Person: Summon Reflection 8, Broad Type, Heroic 45 points
Reflection Jump: Teleport 3 (250 feet), Accurate, Change Velocity, Easy, Extended, Portal, Turnabout, Medium (reflective
surfaces) 20 points
Reflective Disguise: Morph 3, Attack, Affects Others 21 points
Light Bending: Concealment (sight) 4, Attack, Affects Others, Precise 19 points
Reflection Echo: Communication (Reflective Surfaces) 4 20 points
Funhouse Trap: Ranged Affliction (resisted by Dodge; Visual Impaired, Visual Disabled, Visual Unaware) 10, Concentration,
Progressive 50 points

His successor, Evan McCulloch, is very different, a toughened Both Mirror Masters use mirrors and the properties of light and
mercenary, pragmatic and a bit at odds with himself. He does reflections to create a bewildering number of effects, some il-
not regret his criminal ways, but he follows a strict code of lusory, others quite real. They can create mirror duplicates of
honor that he actively enforces, and he has his priorities set themselves and others, confound peoples sight, focus light de-
very clearly; to the point of betraying a client (and seeking structively, teleport through reflective surfaces and even travel
revenge) if innocent women and children are harmed in the to the dimension that exists behind every mirror.
course of his work.
Allies
Powers & Abilities
Both Mirror Masters are part of the Rogues, bound by the odd
Sam Scudder discovered the properties of his mirrors and ex-
but resilient comradeship that connects these villains.
perimented with them extensively. Evan McCulloch may not
fully understand the theory behind Scudders gear, but he is Enemies
just as clever in its use, and his mercenary know-how adds a
new dimension to its capabilities. As part of the Rogues, Mirror Masters main enemy is the
Flash, but he has faced other crime fighters such as Batman.

Miss Martian
MIss There isnt a great deal known about Miss Martian before
her time with the Titans. When she first appeared, she was
pretending to be a Green Martian. Her true lineage was re-
vealed later as a result of unintended circumstances. As a
White Martian, she could have come to Earth as part of the
Hyperclan-led invasion or even earlier; the Martian Man-
hunters discoveries have proven that various White Mar-
tians made it to Earth at different times over the millennia
since their home world became a wasteland. She has thus
far shown herself to be heroic, selfless and bravetraits
more commonly associated with the Green Martians
though she also possesses the naivet that implies youth in
any species.

Personality
Mgann Morzz is good-natured and even cheerful, which is
surprising because she is a White Martian, a race known for
single-minded aggressiveness and brutality. Currently, she
is fighting her darker instincts, which appear in the form of
a telepathic echo of her ruthless future self trapped in the
young Miss Martians mind.

Real Name: Mgann Morzz (aka Megan Morse)


Occupation: Adventurer and hero
Base: Titans Tower

54 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Miss Martian PL12
STR STA AGL DEX FGT INT AWE PRE Power Points

14 9 2 2 8 1 1 1 Abilities 76 Skills 25

Powers Powers 135 Defenses 24


Advantages 4 Total 264
Flight: Flight 13 (16,000 MPH) 26 points
Space Flight: Movement 1 (Space Travel 1) 1 point Complications
Martian Durability: Immunity 10 (Life Support); Impervious
Protection 3 16 points Get Out of My Head!: The telepathic persona of a dark,
Martian Morphology: Array (20-point), Dynamic ruthless future version of Miss Martian is a constant presence
Intangibility: Insubstantial 4, Dynamic 21 points in her mind that she frequently argues with and fights against.
Density: Protection 2, Impervious Toughness 14, Power Loss: Loss of powers and reduction of Str to 0 and Sta
Sustained, Dynamic 2 points to 1 when exposed to fire.
Invisibility: Visual Concealment 4, Dynamic 2 points
Shapeshifting: Morph 4 (Any Form), Dynamic 2 points Reputation: Miss Martian is a member of the White Martians.
Martian Senses: Super-Senses 7 (Extended Vision 2, Mental Those who know of the White Martians consider them savage,
Awareness, Vision Penetrates Concealment) 7 points power-mad and bloodthirsty.
Martian Strength: Power-lifting 4 (Lifting Str 18; 6,000 tons)
4 points Powers & Abilities
Martian Vision: Ranged Damage 10 (force) 20 points
Telepathy: Mental Communication 4, Mind Reading 9 34 points Mgann has the powers standard for her species: shes a
shape-changer with impressive psionic powers and near-
Advantages
Kryptonian-level physical abilities. Although MGanns Shape-
Close Attack 2, Great Endurance, Power Attack shifting power is not continuous, consider her green-skinned
Miss Martian identity her normal form under most circum-
Skills stances (should she be unable to sustain her Morph effect).
Deception 4 (+5), Insight 8 (+9), Intimidation 6 (+7), Perception The revelation of her true White Martian form should be han-
8 (+9), Persuasion 5 (+6), Ranged Combat: Martian Vision 8 dled as an aspect of her Reputation complication.
(+10), Stealth 7 (+9), Technology 4 (+5), Vehicles 4 (+6)

Offense Allies
Initiative +2 As a member of the Teen Titans, she can presumably call upon
her various teammates when needed. Her relationship with
Martian Vision +10 Ranged, Damage 10
the other White Martians is unknown at this time.
Unarmed +10 Close, Damage 14

Defense Enemies
Dodge 10 Fortitude 12 Given her personality and heroic tendencies, it is likely other
White Martians would consider her a rogue element (or pos-
Parry 10 Toughness 14/12*
sibly even deranged). Her time with the Titans also makes the
Will 12 *Without Density teams enemies her enemies.

The MIst
The MIst (Nash) Real Name: Nash
The girl named Nash represented a nearly forgotten branch Occupation: Villain Base: Opal City, MD
on the Mist family tree until her brother was killed in his first
battle as the Mist. Her brothers death broke her fathers spirit
but inspired Nash to become the villain her father sought to then returned home to exact her final revenge on Jack Knight
continue his legacy. After subjecting herself to the same pro- and Opal City.
cess that gave her father his powers, the new Mist attacked
Jack Knight, the new Starman who was the son of her fathers Personality
greatest nemesis. She defeated Starman and used him to
Once, the Mist was a timid, stuttering girl. But the death of her
father her child, binding together the bloodlines of the two
brother forged a new personality, that of a cruel villainess who
families.
would murder without hesitation to prove herself worthy of
The Mist traveled to Europe and proved herself worthy of the Mist name and guarantee her familys nefarious place in
her fathers name by killing three members of Justice League history. Only her love for her daughter and her playful flirting
EuropeAmazing Man, the Crimson Fox and Blue Devil. She with Jack Knight betrays any sign of the girl she once was.

Heroes & Villains, Vol. 2 55


Andre Nutter (order #3338244) 1
The Mist (Nash) PL10
STR STA AGL DEX FGT INT AWE PRE
1 2 3 3 5 2 1 2
Powers
Living Mist: Insubstantial 4, Continuous, Reaction, Precise,
LimitedNot through airtight or solid objects; Flight 4 (30
MPH), Continuous, Subtle 2; Cloud Area Weaken Abilities
6 (Resisted by Fortitude), Progressive, Broad (Strength,
Stamina, Agility, and Dexterity), Simultaneous 81 points

Equipment
Submachine Gun: Ranged Multiattack Damage 4 12 points
Knife: Strength-based Damage 1, Improved Critical 1 point
Leather Jacket: Protection 1 1 point

Advantages
Benefit 3 (Millionaire), Defensive Attack, Defensive Roll 4,
Equipment 9, Evasion, Extraordinary Effort, Improved Aim,
Instant Up, Power Attack, Seize Initiative

Skills
Acrobatics 9 (+11), Athletics 8 (+10), Close Combat: Knives 12
(+13), Close Combat: Unarmed 12 (+13), Deception 9 (+11),
Expertise: Tactics 8 (+10), Intimidation 8 (+10), Perception 5
(+6), Ranged Combat: Guns 10 (+13), Stealth 9 (+11)

Offense
Initiative +2
Knife +13 Close, Damage 2, Crit. 19-20
Living Mist Close, Cloud Area Weaken Abilities
6, Resisted by Fortitude
Submachine Gun +13 Ranged, Multiattack Damage 4
Unarmed +13 Close, Damage 1

Defense
Dodge 12 Fortitude 8
Parry 10 Toughness 7/2*
Will 9 *Without Defensive Roll.

Power Points
Abilities 38 Skills 41
Powers 81 Defenses 28
Advantages 23 Total 211

Complications
Legacy: The Mist is determined to prove herself worthy of
bearing the name and reputation of her villainous father, in the
eyes of the public and especially her father.
Love to Hate, Hate to Love: The Mist has a particular hatred
for Jack Knight, yet her mind has twisted that hatred into a
feeling she identifies as love for her greatest foe.

Powers & Abilities


Like her father, the Mist can turn her body into a living mist,
rendering her mostly insubstantial. She has also learned
how to become a cloud that saps the vitality of anyone in
the area.

56 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Mist (Unknown) PL10
STR STA AGL DEX FGT INT AWE PRE Offense

-1 0 0 2 1 6 3 4 Initiative +0

Powers Light Pistol +14 Ranged Damage 3

Living Mist: Insubstantial 4, Continuous, Reaction, Precise, Defense


LimitedNot through airtight or solid objects; Flight 4 (30 Dodge 7 Fortitude 6
MPH), Continuous, Subtle 2 39 points
Parry 2 Toughness 6/0*
Equipment
Will 14 *Without Defensive Roll.
Light Pistol: Ranged Damage 3 6 points
Power Points
Advantages
Abilities 30 Skills 51
Assessment, Benefit 4 (Multi-millionaire), Connected, Defensive Powers 39 Defenses 25
Roll 6, Equipment 2, Evasion, Hide in Plain Sight, Inventor,
Leadership, Power Attack, Redirect, Set-up, Skill Mastery Advantages 24 Total 169
(Stealth), Taunt, Uncanny Dodge
Complications
Skills Driven by Madness: Following the death of his son, the Mist
Deception 10 (+14), Expertise: Chemistry 14 (+20), Expertise: remained as powerful as ever but slowly began to lose his
Explosives 7 (+13), Expertise: Poisons 8 (+14), Intimidation mental faculties. A deal with the demon Neron restored his
12 (+16), Perception 6 (+10), Ranged Combat: Guns 12 (+14), mind, but he remained driven by a burning need for vengeance
Sleight of Hand 9 (+11), Stealth 15 (+15), Technology 8 (+14) against the heroes who defeated him in the pastparticularly
Starman.
Allies Family Business: The first Mist trained his son to follow in his
footsteps, and eventually also advised his daughter after she
While the Mist prefers to work alone, she does recruit hench- turned to villainy.
men to her cause as needed. She also follows the advice of
her father, which led her to team up with other enemies of
the Starman legacy.
Real Name: Unknown
Enemies Occupation: Chemist and archvillain
The Mists sworn enemy is Jack Knight, the Starman who
Base: Opal City, MD
killed her brother. To prove herself worthy of her fathers re-
spect she killed several members of the Justice League, and
has battled against the other protectors of Opal City. Personality
The Mist has been a successful villain for a long time, and the

The MIst (unknown) decades have started to run together in his mind. He confus-
es old battles and old teams, even as he moves his current
The Mists true name is unknown, but it has been confirmed scheme forward with unwavering determination.
that he fought in the Canadian Army during World War I be-
fore returning home to pursue a scientific career. Discovering Powers & Abilities
a process that transformed his body into mist, he decided to
The Mist can transform part or all of his body to a thick cloud
turn to a life of crime. Though his first battle was against the
of mist.
Sandman in the streets of 1940s New York, the Mist under-
took his first major crime wave in Opal Citya plot foiled by
Ted Knight, the first Starman.
Allies
The Mist has allied himself with many villains over the years,
The Mist enjoyed considerable success over the decades, par-
including the Ultra-Humanites Secret Society of villains and,
ticularly in battling the Justice Society as he slowly amassed
in Opal City, the Shade. Yet his closest allies have been his
wealth and power. In his old age, he sought to ensure his vil-
children as they trained to follow in his footsteps.
lainous legacy lived on by passing on the mantle of the Mist
to his son, and killing his first nemesis, Ted Knight. Instead,
Knights son Jack killed the Mists son and became the new Enemies
Starman. When the Mist was driven nearly mad by the loss of While the Mist has battled and even murdered many heroes
his son, his daughter became the new Mist. Her father once over the course of his career, his sworn nemesis has always
again plotted his final revenge on the Knight family, and been the first Starman, Ted Knight.
though the Knights defeated the Mist, the original Mist and
Ted Knight died together at the end of their final battle.

Heroes & Villains, Vol. 2 57


Andre Nutter (order #3338244) 1
Mr. Freeze
Victor Fries began life with a fascination for all things cold: as and he spent several years in Arkham (the only facility in Go-
a child, his parents sent him to boarding school to break him tham capable of providing a frozen cell for Fries), Victor was
of his habit of freezing small animals to death. At this school released. He christened himself Mr. Freeze and continued
he met his future wife Nora, who was one of the few people his search for Noras cure.
who treated Victor as an equal and friend. The childhood
sweethearts eventually married. Mr. Freezes obsession has slipped into full-fledged insanity;
his unhinged mind combined with his high intelligence of-
Fries used his genius-level intelligence for good, becoming ten result in him devising outrageously complex schemes
a celebrated scientist in the field of cryogenics. When Nora that have no hope of realizing financial gain. His recent exile
was diagnosed with a terminal disease, Fries attempted to with other villains to another solar system and a failed ex-
cure her; instead he nearly killed her and the experiment
forever altered his body; he could live only in subzero tem-
peratures. Enraged by his fate and on the verge of insanity, Mr. Freeze PL10
Fries dubbed himself Mr. Zero and began robbing banks
to finance his wifes treatment. After Batman stopped him STR STA AGL DEX FGT INT AWE PRE
9 3 2 3 5 5 2 0
Real Name: Dr. Victor Fries (Pronounced Freeze) Powers
Occupation: Cryogenicist, criminal Cryo-Preserved: Immunity 6 (Aging, Cold damage) 6 points
Base: Gotham City Freeze Gun: Array (36 points), Easily Removable (16 points)
22 points
Cold Blast: Ranged Damage 12, Resisted by Fortitude
36 points
Ice Objects: Create 10, Innate, Subtle, Permanent 1 point
Icy Snare: Line Area Ranged Affliction 8 (Resisted by
Dodge; Hindered and Vulnerable, Defenseless and
Immobile), Cumulative, Limited Degree 1 point
Refrigeration Suit: Enhanced Strength 7; Immunity 10 (Life
Support); Movement 2 (Sure-footed 4, LimitedOnly to
Ice and Snow); Protection 9, Impervious; Removable (-9
points) 35 points

Advantages
Accurate Attack, Favored Environment (Extreme Cold), Inventor

Skills
Close Combat: Unarmed 3 (+8), Expertise: Cryogenics 10 (+15),
Ranged Combat: Freeze Gun 5 (+8), Technology 12 (+17),
Vehicles 6 (+9)

Offense
Initiative +2
Cold Blast +8 Ranged, Damage 12, Resisted by Fortitude
Icy Snare Ranged, Line Area Affliction 8
Unarmed +8 Close, Damage 9

Defense
Dodge 8 Fortitude 9
Parry 8 Toughness 12
Will 9

Power Points
Abilities 44 Skills 18
Powers 63 Defenses 22
Advantages 3 Total 150

Complications
Obsession: Mr. Freeze commits crimes to fund his experiments
to cure his wife, Nora.
Weakness: If Mr. Freeze is exposed to above-freezing
temperatures outside of his Refrigeration Suit, his Stamina
becomes impaired, disabled, then debilitated.

58 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
periment at curing Nora in a Lazarus Pit have pushed Mr. of weapons to freeze and incapacitate or kill his foes. He typi-
Freeze deeper into insanity. cally carries a freeze gun for this purpose. He adapted his suit
to give himself superhuman strength as well.
Personality
Allies
Dr. Victor Fries has one motivation: continuing the treatment
that keeps his wife Nora alive. In order to fund that treatment Mr. Freeze has worked with most of Gothams criminal ele-
and finance research into eventually finding a cure to bring ment, though he prefers to work alone. Black Mask hired him
her fully back to life, Mr. Freeze engages in a variety of crimi- as an assassin, and for a time Freeze worked with the Secret
nal activities including robbery, extortion and occasionally Society of Super-Villains including Calculator, Dr. Psycho,
murder. Deathstoke, Talia al Ghl and Black Adam.

Powers & Abilities Enemies


Mr. Freezes body can only survive in extreme cold; freez- Mr. Freezes schemes are usually thwarted by Batman, Robin
ing temperatures do not harm him but he is condemned to and Oracle. He was exiled by Checkmate and sought revenge
spend his life in a special suit that keeps his body in this en- along with many other villains. He fought Green Arrow and
vironment. He is a scientific genius and has adapted a variety Black Canary after attacking their wedding.

Mister Mind
Mister Mind PL12
STR STA AGL DEX FGT INT AWE PRE
-5* 0 0 -4 -5 10 8 3
Powers
Telepathy: Mind Reading 12, Subtle 25 points
Telepathic Control: Affliction 12 (Resisted by Will; Dazed,
Compelled, Controlled), Concentration, Contagious,
Progressive, Instant Recovery; Insidious, Subtle 50 points
Tiny: Shrinking 20, Permanent, Innate 21 points

Advantages
Evasion 2, Trance (spins cocoon)

Skills
Deception 10 (+13), Expertise: Psychology 4 (+14), Insight 4
(+12), Perception 2 (+10), Stealth 0 (+20)*, Technology 12 (+22)

Offense
Initiative +0 The alien creature known as Mister Mind was the vanguard
of an invasion of telepathic worms from space. First arriving
Telepathic Control Affliction, Will DC 22
on Earth in the 1940s, he was captured by Bulletman, Star-
Defense man and Abin Sur, the Green Lantern of Earths space sector.

Dodge 10* Fortitude 4 Decades later, Mind escaped, intending to initiate the
Parry 10* Toughness 0 planned invasion. The Marvel Family, aided by the Green Lan-
terns, thwarted the attempt, consigning most of the worms
Will 16 *Includes size modifiers. to freeze in the cold of space. Mister Mind survived, taking
Power Points on various human host bodies and even cloning copies of
himself to extend his control over other humans. He has since
Abilities 24 Skills 16 attempted to provoke a nuclear war on Earth and even to de-
Powers 96 Defenses 17 stroy and devour the whole multiverse.
Advantages 3 Total 156

Complications Real Name: Unpronounceable


Worm: Mister Mind is a tiny worm in his normal state. Occupation: Conqueror
MotivationConqueror: Mister Mind is driven to conquer Base: Various host bodies
worlds and destroy his enemies.

Heroes & Villains, Vol. 2 59


Andre Nutter (order #3338244) 1
Personality with a controlled host; Mister Mind must choose to infect them
with a clone (this is just a descriptor for the effect).
Mister Mind is cruel and manipulative, seeing other creatures
as nothing more than puppets for him to control. The most Allies
horrifying example of this attitude is his casual murdering of
thousands of people in the city of Fairview simply to get re- In the past Mister Mind has allied himself with Dr. Sivana, Cap-
venge on the Marvel Family. tain Marvels other archenemy, since he frequently needs a
humans influence and manipulative abilities to accomplish
Powers & Abilities his goals. In most other cases, the worms idea of an ally is a
host under the control of one his clones.
Physically just a tiny worm, Mister Mind is a powerful telepath
capable of controlling a host body. He typically enters the host Enemies
through its ear and then exerts influence on its brain. He can clone
copies of himself to take control of other hosts, in the game, this Mister Minds primary foes are the members of the Marvel
is reflected by the Contagious modifier on his Telepathic Control; Family, particular Captain Marvel and Mary Marvel, who
targets are not automatically infected if they come into contact thwarted his races invasion.

Mister Miracle
Scott Free was the son of Izaya, Highfather of New Gene-
sis, and his wife Avia. As part of a pact to avoid a war with
Apokolips, Highfather agreed with Darkseid to exchange
Real Name: Scott Free
their sons when Scott was an infant. Scott grew up in one Occupation: Escape artist Base: Earth
of Granny Goodness orphanages, where he was raised, like
all the other children, to unquestioningly obey and worship
Scott accomplished the impossible when he engineered an
Darkseid.
escape from Apokolips, unaware that Darkseid had planned
Scott rebelled against the teachings of Apokolips; somehow, for this all along. Scotts escape invalidated the pact between
he was able to hold on to hope and the possibility of escape. Darkseid and Highfather, and renewed the conflict between
He became part of a secret underground of students taught by Apokolips and New Genesis.
Himon, a New Genesian living undercover on Apokolips. It was
Fleeing to Earth, Scott became the protg of famed escape
during this time he met fellow student Barda, a recruit for Gran-
artist Thaddeus Brown, who used the stage name Mister
nys Female Furies, who would eventually become his wife.
Miracle. He also befriended Browns ward Shilo Norman and
his assistant, a dwarf named Oberon. When Brown was mur-
dered by a mobster known as the Steel Hand, Scott Free ad-
opted his stage name and costume and used his skills and
New Genesian technology to bring his mentors killer to jus-
tice. Big Barda eventually followed Scott to Earth and the two
of them, along with Oberon, continued the struggle against
Darkseid and the forces of Apokolips.

Personality
In spite ofor perhaps because ofa childhood of unrelent-
ing horror, Scott Free has a remarkable zest for life. Though
he learned his skills out of necessity, he loves using them and
enjoys the white-knuckle drama of a last-second escape. Hes
an excellent showman and makes as much use of misdirec-
tion (and Deception) as he does his other skills.

Mister Miracle adores his wife Barda and his good friend
Oberon, and would do anything for them. He values freedom,
and fights against oppression and hopelessness wherever he
encounters them.

Powers & Abilities


In addition to possessing the physical attributes of a New
God, Mister Miracle is the worlds greatest escape artist, able
to find his way out of virtually any trap or restraint. In par-
ticular, his suite of Sleight of Hand advantages means he can
routinely overcome DC 32 tasks, re-roll initial failures with the
skill and, by spending a hero point, accomplish the virtually

60 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Mister Miracle PL12
STR STA AGL DEX FGT INT AWE PRE Skills

6 6 6 8 6 6 6 4 Acrobatics 8 (+14), Athletics 8 (+14), Close Combat: Unarmed


6 (+12), Deception 10 (+14), Expertise: Performer 10 (+14),
Powers Perception 8 (+14), Persuasion 8 (+12), Ranged Combat:
Aero-Disks: Flight 7 (250 MPH), Easily Removable (6 points) Throwing 6 (+14), Sleight of Hand 14 (+22), Stealth 8 (+14),
8 points Technology 10 (+16), Vehicles 2 (+10)
Costume: Protection 2, Movement 2 (Wall-Crawling),
Offense
Removable (1 point) 5 points
Mother Box: Removable (4 points); Boom Tube: Space Initiative +6
Travel 3; Intelligence: Feature 2; Restoration: Healing 8 Unarmed +12 Close, Damage 6
19 points
Multi-Cube: Array (32 points), Removable (7 points) 29 points Defense
Hologram: Visual Illusion 8, Area 2 (30 feet) 32 points
Dodge 14 Fortitude 10
Cable: Move Object 6, Limited Direction (Pull); Movement
1 (Swinging) 1 point Parry 14 Toughness 10/8*
Flare: Burst Area Affliction 12 (Resisted by Fortitude; Visually Will 14 *Without Defensive Roll.
Impaired, Visually Disabled, Visually Unaware) 1 point
Illumination: Environment (Daylight) 3 1 point Power Points
Sonic Beam: Ranged Transform 8 (Open Locks and Seals)
Abilities 96 Skills 49
1 point
New God: Immunity 3 (Aging, Disease, Poisons) 3 points Powers 64 Defenses 28

Advantages Advantages 17 Total 254

Accurate Attack, Defensive Roll 2, Evasion 2, Fearless, Inventor, Complications


Luck, Move-by Action, Redirect, Set-up, Second Chance I Will Be Free! Mister Miracle values freedom and fights for it,
(Sleight of Hand), Skill Mastery (Sleight of Hand), Taunt, Trance, for himself and for others.
Ultimate Effort (Sleight of Hand), Uncanny Dodge
Relationships: Scott is married to Big Barda and is good friends
impossible (achieving a 42 skill check result). In short, Mister with his assistant Oberon. He is mentor to Shilo Norman.
Miracle can escape most traps most of the time. For the rest,
he tries and, if he fails, spends a hero point and then escapes!
Mister Miracle II
He carries various items of New Genesian technology, includ-
ing a Mother Box and his Aero Disks, which allow him to fly. Thaddeus Browns ward Shilo Norman served as Browns
With Mother Boxs capabilities and his own technical bril- understudy. He attended New York University, and also
liance, Mister Miracle is capable of whipping up virtually any learned escape-artist techniques and advanced tech-
sort of device, given some time (or enough hero points). His nology from Scott. A capable, often brilliant escape
artist, Shilo worked with U.S. Federal authorities in
Technology rank is sufficient to routinely create inventions
managing the Slabside Penitentiary and was a famous
worth 16 power points.
performer in his own right. He served as Scotts stand-
in from time to time with the Justice League.
Allies
Shilo has skills similar to Scott Free, though his physical
Mister Miracles greatest allies are his wife Big Barda (see Vol. abilities are 2 ranks lower and he lacks the traits of a New
1) and his friend Oberon. He is one of the gods of New Gen- God. He has access to the same arsenal of devices as
esis and a member and ally of the Justice League. Scott Free, though he uses Zoom Pads instead of Mister
Miracles Aero Disks (same game effects).
Enemies
Mister Miracles greatest enemy is Darkseid, his adoptive fa-
ther, and Darkseids elite, particularly Granny Goodness, who
considers Scott Free her greatest failure and is determined to Oberon PL3 35 points
break his indomitable spirit one day. Abilities: Str 0* Sta 1 Agl 0 Dex 1 Fgt 1 Int 1 Awe 0 Pre 3
Powers: Shrinking 4 (Permanent, Innate) 5 points
Oberon Skills: Close Combat: Unarmed 3 (+4), Expertise: Management
5 (+6), Expertise: Performer 6 (+7), Insight 4 (+4), Perception 4
Orphaned in a fire at a young age, the dwarf Oberon worked (+4), Stealth 2 (+6)*
for a traveling circus as a menial laborer, regularly abused Offense: Initiative +0, Unarmed +4 (Damage 0)
by the circus ringmaster until escape artist Thaddeus Brown
took him under his wing. Oberon served as Thaddeus Browns Defense: Dodge 4*, Parry 4*, Fortitude 2, Toughness 1, Will 2
stage assistant when Brown performed as Mister Miracle, and *Includes Shrinking modifiers.
assumed the same role with Scott Free, later also working as Totals: Abilities 12 + Powers 5 + Advantages 0 + Skills 12 +
Scotts manager. Defenses 6 = 35

Heroes & Villains, Vol. 2 61


Andre Nutter (order #3338244) 1
Mr. Mxyzptlk
In his youth, a Fifth-Dimensional being was summoned from
his home world of Zrfff to the Third Dimension by occultists. Mr. Mxyzptlk PLX
Ignoring the requests of the occultists, the being took advan-
tage of the journey to conduct some serious scholarly studies Complications
on the inhabitants of the lower dimension, and at a Hallow- Kltpzyxm: If Mr. Mxyzptlk can be tricked into saying his
een party encountered Superboy, Robin and Impulse. Real- name backwards, he is compelled to return to the Fifth Di-
izing that the Fifth-Dimensional being had crossed not only mension and must remain there for ninety days.
dimensional barriers but come forward in time, the young
heroes informed the being that he was the same one who in Impractical Joker: Mr. Mxyzptlk sees his forays outside the
the past had bedeviled the worlds greatest hero, Superman. Fifth Dimension as great fun, both for himself and for those
Eventually convinced of the necessity of the task, the being whose lives he is disrupting. Its often hard to convince him
adopted a sense of humor based on classic Third-Dimension that his jokes might be causing pain or difficulty, and he ac-
slapstick comedy films before journeying back in time and cuses anyone who points this out of trying to ruin the fun.
adopting a new name based on random keys struck on a
nearby keyboard: Mxyzptlk. Personality
Since that time, Mr. Mxyzptlk has returned regularly to prac- Mr. Mxyzptlk is a practical joker on a universal scale, and the
tice his wit upon the heroes of the Third Dimension, often for creatures of the Third Dimension are his preferred audience.
his own enjoyment but also to help them be better heroes While he is mostly concerned with amusing himself, he often
or at least achieve as great a destiny as might be expected tries to convince those who disagree with his humor to laugh
of lower beings. Mxyzptlk has also hinted that his ability to it off and get in on the joke. Though he sees Third-Dimen-
travel freely through time has allowed him to practice and ply sional creatures as lower beings, he does have a fondness for
his humor across thousands of years of human history, and Superman and a few others, in the same way a child loves his
he has often been mistaken for trickster gods such as Loki, favorite toys.
Coyote and Anansi.
Despite the chaos he sows wherever he goes, Mr. Mxyzptlk
does not act randomly. He often tries to frame his actions in
a Third-Dimensional context, whether in an attempt to teach
the lower beings a lesson, get across a message, or just enter-
tain them. If his jokes are sometimes hard to follow, he sim-
ply explains that Fifth-Dimensional logic doesnt always carry
over into the Third Dimension.

While his jokes are often disruptive and sometimes destruc-


tive, only rarely are they truly dangerous and hardly ever
deadly. When one of his jokes comes to an end or he is com-
pelled to return to the Fifth Dimension, Mxyzptlk always un-
does all of the chaos he has caused and returns everything to
the way it began.

Powers & Abilities


Mr. Mxyzptlk can make nearly anything happen with little
more than a thought, a PLX character that functions more as
a plot device and an obstacle to be overcome than someone
to be defeated. In the past, he has even used his abilities to
nearly effortlessly overcome even other PLX characters, for
example, containing the Spectre.

Superman once believed that the abilities of Mr. Mxyzptlk


were magical, explaining the great effect they could have on
him. Mxyzptlk has refuted that several times, saying that his
abilities are natural to the creatures of the Fifth Dimension
but scientific in nature. However, as other near-magical crea-
tures in the Third Dimension have been discovered to origi-
nate in the Fifth, it may simply be that the science of the Fifth
Dimension is so advanced (or so different) as to be indistin-
guishable from magic in the Third. Further, effects that inter-
fere with magic have been shown to affect Mxyzptlk, such as

Real Name: Mxyzptlk


Occupation: Imp
Base: The Fifth Dimension

62 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
the time when magic was drained away from Metropolis and for approaching universal crises. Mxyzptlk also has a friendly
left him wandering the streets unable to remember how to rivalry with fellow other-dimensional prankster Bat-Mite, and
return to the Fifth Dimension. enjoys pitting his sense of humor against that of the Joker
and the Prankster. In the Fifth Dimension, Mxyzptlk has a
Mxyzptlk often uses his abilities to animate otherwise inani- quinto-partnera girlfriendnamed Gsptlsnz.
mate objects, from mannequins to entire buildings. However,
on a whim he has changed the way the laws of physics oper- Enemies
ate and even created substitute realities nearly indistinguish-
able from the real thing. Despite his protests that he is the heros friend, Superman
sees Mxyzptlk as an annoyance to be banished back to the
Allies Fifth Dimension as soon as possible. The same is true for
nearly anyone in the Third Dimension who Mxyzptlk consid-
Despite the many times Superman has been the target of
ers a friend. Back in the Fifth Dimension, Mxyzptlk is hated
Mxyzptlks jokes, the imp still sees the hero as a friend and
by Mixyezpitellik, a Vowelled Knight of Order who uses his
has even used his powers to put heroes such as Superman
magical powers to keep the Ultraman of Earth-3 in check
and Batman through great challenges to prepare the heroes

Mister Terrific
Michael Holt was blessed with ample natural intelligence,
which made his older brother Jeffreys severe mental retarda-
tion difficult to bear. Michael couldnt give Jeffrey his intel-
ligence, but he did give him his love. When Jeffrey died at the
age of fifteen, Michael felt his loss severely. Michaels natural
gifts gained him success in every athletic, academic and busi-
ness endeavor. But he found happiness again only when he
met Paula, who would become his wife.

When Paula died in a freak accident, the loss of everyone he


cared for drove Michael to the brink of suicide. A visitation by
the Spectre, who told Michael the story of the superhero Terry
Sloane, inspired him to instead follow in Sloanes footsteps as
Mister Terrific. Holt became the hero of the inner city, using his
intellect, athletic prowess and technological genius to fight
crime and injustice. Adopting Sloanes motto of Fair Play as his
own, Mister Terrific vowed to impose fairness on an unfair world.

Mister Terrific joined the Justice Society, and his teammates


were so impressed by his abilities and dedication that he was
soon elected chairman. He also joined the agency Checkmate
under the sponsorship of JSA founder Alan Scott and later
served in a leadership capacity as its White King.

Personality
Mister Terrific displays an easy self-assurance. The effort-
lessness of his actions contrasts the deep determination he
shows in pursuing justice and setting an example for inner-
city youth. Mister Terrific professes atheism despite his mul-
titude of religious and supernatural experiences, all of which
Holt rationalizes through logic and science.
ter Terrific uses several technological innovations of his own
Powers & Abilities design to complement his natural talents. He wears a T-Mask
Mister Terrific has no super powers, but his phenomenal that conceals him from electronic detection and allows him
capacity for learning seems superhuman. He is an accom- to control his T-Spheres: robotic gadgets that perform a mul-
plished martial artist with black belts in six disciplines and titude of combat and auxiliary functions.
has the all-around athleticism of an Olympic decathlete. Mis-
Allies
Real Name: Michael Holt Mister Terrific is a member of the Justice Society of America
and holds a position of leadership as the White King of the
Occupation: Retired engineer covert operations agency Checkmate. He is also on excellent
Base: New York City terms with members of the Justice League, particularly Bat-
man and Black Lightning.

Heroes & Villains, Vol. 2 63


Andre Nutter (order #3338244) 1
Mister Terrific (Michael Holt) PL9
STR STA AGL DEX FGT INT AWE PRE Offense

3 3 5 5 10 7 4 2 Initiative +9
Unarmed +15 Close, Damage 3
Powers
T-Mask: Concealment 10 (All Senses), Limited to Machines; Defense
Feature (Quick Change); Remote Sensing 8 (Visual and Dodge 12 Fortitude 8
Auditory), Medium (location of T-Spheres); Senses 1
(Communication LinkT-Spheres); Removable (-6 points) Parry 12 Toughness 6/3*
22 points Will 10 *Without Defensive Roll.

Advantages Power Points


Assessment, Defensive Roll 3, Improved Initiative, Improvised Abilities 78 Skills 34
Tools, Inventor, Jack-of-all-trades, Languages 5, Minions 20 (4
Powers 22 Defenses 20
T-Spheres), Power Attack, Ranged Attack 5
Advantages 39 Total 193
Skills
Complications
Acrobatics 8 (+13), Athletics 10 (+13), Close Combat:
Unarmed 5 (+15), Expertise: Streetwise 5 (+12), Insight 6 Fair Play: Mr. Terrific is determined to improve life in the inner city.
(+10), Investigation 4 (+11), Perception 4 (+8), Stealth 6 (+11), Guilt-Ridden: The accidental deaths of his brother, wife and
Technology 12 (+19), Treatment 4 (+11), Vehicles 4 (+9) unborn child still weigh heavily on Mister Terrifics mind.

T-Spheres (4) PL9 Minions 75 points Mister Terrific (Terry Sloane) PL9 145 points
Abilities: Str -4 Sta Agl 0 Dex 0 Fgt 0 Int Awe 0 Pre Abilities: Str 3 Sta 3 Agl 5 Dex 5 Fgt 11 Int 6 Awe 4 Pre 2
Powers: Concealment 10, Limited to Machines; Flight 6 (120 Advantages: Assessment, Defensive Roll 3, Eidetic Memory,
MPH); Feature (Database); Immunity 30 (Fortitude effects); Improved Initiative, Improvised Tools, Languages 4, Power
Protection 8; Senses 4 (Communication LinkMister Terrific, Attack, Ranged Attack 5
Infravision, Radio, Tracking); Shrinking 12, Permanent, Innate;
Skills: Acrobatics 8 (+13), Athletics 10 (+13), Close Combat:
Weapons Systems (12-point Array: Knockout Gas: Cloud
Unarmed 4 (+15), Insight 8 (+12), Investigation 10 (+16), Perception
Area Affliction 6 (Resisted by Fortitude; Fatigued, Exhausted,
4 (+8), Stealth 6 (+11), Technology 8 (+14), Vehicles 4 (+9)
Asleep); AE: Dazzle: Ranged Affliction 6 (Resisted by Fortitude;
Vision Impaired, Vision Disabled, Vision Unaware); AE: Smoke Offense: Initiative +9, Unarmed +15 (Damage 3)
Gas: Cloud Area Visual Concealment Attack 4; AE: Laser Grid: Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 6/3*, Will
Shapeable Area Sustained Damage 4, Only as Team Attack; AE: 10 *Without Defensive Roll.
Holographic Projection: Visual and Auditory Illusion 4)
Totals: Abilities 78 + Powers 0 + Advantages 17 + Skills 31 +
Skills: Ranged Combat: Dazzle 12 (+12), Stealth 0 (+12) Defenses 19 = 145
Offense: Initiative +0, Dazzle +12 (Affliction 6, Resisted by Complications: MotivationThrills: Mister Terrific helps
Fortitude), Knockout Gas (Cloud Area Affliction 6, Resisted others in order to give himself a sense of excitement and
by Fortitude), Laser Grid (Shapeable Area Damage 4) fulfillment. ObsessionFair Play: Mister Terrific is dedicated
Defense: Dodge 11, Parry 8, Fortitude Immune, Toughness 8, to the concept of fair play for all.
Will Immune
Totals: Abilities -32 + Powers 94 + Advantages 0 + Skills 6 +
Defenses 7 = 75
Mister Terrific (Terry Sloane)
Everything came easily to Terry Sloane, thanks to a photo-
Enemies graphic memory and incredible athletic talentso much so
that sheer boredom drove him to contemplate suicide. He
As a member of the Justice Society, Mister Terrific has faced
finally found a purpose in life when he met Wanda Wilson,
many super-powered enemies.
whose brother was involved in a criminal gang. Taking the
moniker of Mister Terrific, Sloane saved Wandas brother and
T-Spheres shut down the gang. Upholding the concept of Fair Play
would give Sloane the sense of fulfillment that his prior ac-
T-Spheres are small, programmed robots invented by Mis- complishments never did, and he founded the Fair Play Club
ter Terrific. They respond to his verbal and mental com- as a sanctuary for troubled youths.
mands and are usually found orbiting his person. Holt can
send them to scout areas that he is unable to access in per- Terry Sloane continued to fight crime for several decades
son. They are outfitted with an array of weapons including alongside the Justice Society of America and the All-Star
sleep and smoke gas, and laser grid, light and hologram Squadron. He met his end at the hands of his old enemy the
projection. Mister Terrific can fly using the T-Spheres to Spirit King, but his story inspired Michael Holt, his successor
carry him. to the Mister Terrific name.

64 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Monarch
Many factors have combined to throw the history and
identity(s) of this villain into flux, including various beings
tampering with the time stream, the Dark Lord Mordrus
magical interference and machinations, and the basic unpre-
dictability of entering and manipulating the quantum field.
Even the individuals who, at one time or another, are thought
to have assumed the role of Monarch remain troubled by
their own uncertainty regarding their (possible) actions while
(likely) wearing the villains armor.

The original Monarch came from a not-so-distant future


where he ruled a world bereft of both super heroes and su-
per-villains. Waverider traveled into the past to find and kill
the hero who would become Monarch, but before he could
do so he accidentally caused Captain Atom to summon Mon-
arch from the future. After defeating the Justice League, Mon-
arch kidnapped Dove (Dawn Granger) and Hawk (Hank Hall)
followed him, arriving just in time to see Monarch kill her. En-
raged, Hawk killed Monarch but also learned a horrible truth:
Hank Hall would himself become the tyrant hed just slain.

In that moment, Hawk saw things from the Monarchs per-


spective and came to believe the world must be ruled by an
iron fist in order to achieve balance. He donned Monarchs
armor and continued building the machine his future-self
intended to use to enslave the planet. Captain Atom arrived
on the scene with the Justice League, and the Captains sub-
sequent battle with Monarch pitched them both into the
distant past. The two temporal castaways worked together
to foil an alien plot to destroy the galaxy, and Captain Atom
was returned to the present while Monarch was cast adrift
within the quantum field, where an odd truth was revealed
to him: the Captain Atom Project had trapped the true Natha-
nial Adam within the quantum field and released a clone of
quantum-energized Dilustel into the future.

Unaware of this truth, the quantum clone became the Cap-


tain Atom everyone knew. With the real Adams guidance,
Monarch learned to use the quantum energy, became even
more powerful by manipulating time, and escaped the quan- the original returned) following his escape from the Atomic
tum field. Hall left Adam his Monarch armor, allowing the real Knights and subsequent flight into the Bleed while wearing a
Captain Atom to also escape. Monarch-like containment suit. This seemed to be confirmed
when Captain Atom broke free of Project 7734s control and
During the Infinite Crisis, Monarch appeared at the head of an returned to Earth where he confessed to the Justice League
incomparably powerful armada hiding within the Bleed, be- all he could remember of his (supposed) actions as Monarch.
tween realities and out of the Monitors sight. He convinced If these memories are indeed true, Captain Atom has (cur-
Forerunner to leave her masters and serve his cause, but soon rently) lost all the additional and enhanced abilities that came
abandoned her when he was successful in gathering meta- with being Monarch.
humans from various Earths to fight each other for the right
to serve in his war against the Monitors. The Monarchs armor
was punctured during a fight with Superman-Prime, causing Personality
the destruction of Earth-51s universe and casting Monarchs Though he is brutal, practical and coldly (and deadly) efficient
opponent adrift in time. The armored tyrant also was dis- in his tactics and goals, Monarch is not purposefully cruel or
placed in time and space or destroyedhis ultimate fate as sadistic. He does what he feels is necessary, no matter what
unknowable as the truth(s) of his identity. means are required, but does not go out of his way to inflict
Despite the uncertainty of Monarchs fate, the most recent pain or misery.
person to wear the armor is believed to have been the men-
Powers & Abilities
tally unstable quantum clone of Nathanial Adam (or possibly
Every person to wear the mantle of Monarch has possessed
powers of his own, and the armor enhances those powers to
Real Name: Uncertain different degrees. The armor seems capable of adapting to its
user to operate in a way that complements the wearers natu-
Occupation: Conqueror ral abilities. Hank Hall, for example, gained access to devastat-
Base: Mobile (the Bleed) ing energy weapons and the ability to move through space
at will, while the most recent Monarchs armor focuses on

Heroes & Villains, Vol. 2 65


Andre Nutter (order #3338244) 1
Monarch PL17
STR STA AGL DEX FGT INT AWE PRE Skills
20 10 2 2 8 1 6 2 Athletics 4 (+24), Close Combat: Unarmed 2 (+10), Deception
4 (+6), Expertise: Military Science 6 (+7), Insight 6 (+12),
Powers Intimidation 6 (+8), Perception 6 (+12), Ranged Combat:
Monarch Armor: Enhanced Advantage 1 (Improved Energy Blast 8 (+10), Technology 2 (+3), Vehicles 2 (+4)
Initiative); Enhanced Abilities (Awareness 4, Enhanced
Offense
Strength 5); Feature 1 (Energy Containment); Immunity
10 (Life Support); Impervious Toughness 16; Movement Initiative +6
3 (Dimensional Travel, Increased Mass 8); Protection 4; Enhanced Quantum Blast + 10 Ranged, Damage 24
Senses 5 (Darkvision, Low-light Vision, Radio, Ultrahearing);
Removable ( 14 points) 55 points Unarmed +10 Close, Damage 20
Quantum Channeling: Power-lifting 5 (Lifting Str 25;
Defense
800,000 tons); Flight 13 (16,000 MPH); Immunity 20 (Energy
Damage, Half-Strength, Sustained); Senses 5 (Detect Energy Dodge 10 Fortitude 14
Spectra (Acute, Extended 2, Radius)) 46 points Parry 10 Toughness 16
Quantum Manipulation: Array (56 points)
Matter Manipulation: Ranged Transform 8 (Anything to Will 14
Anything), Continuous 56 points
Power Points
Quantum Blast: Ranged Damage 24 1 point
Quantum Burst: Burst Area Damage 17 1 point Abilities 88 Skills 23
Quantum Conversion: Deflect Energy 20, Reflect, Redirect, Powers 164 Defenses 20
LimitedEnergy Only 1 point
Quantum Drain: Weaken All Electromagnetic Energy Advantages 5 Total 300
Powers 8 (Resisted by Fortitude), Affects Objects, Broad (all
Complications
EM Energy), Progressive, Simultaneous 1 point
Quantum Snare: Ranged Burst Area Cumulative Affliction Energy Containment: Monarchs armor is the only thing
14, Diminished Range, Distracting, Selective 1 point containing his otherwise unrestrained quantum energy. At
Quantum Teleport: Teleport 6 (1,800 feet), Accurate, times he has purposely removed portions of the armor to
Change Direction, Easy, Extended (60 miles), Increased unleash enhanced Quantum Blasts and Quantum Bursts
Mass 5 1 point (increase both by 5 ranks but add the Uncontrolled Flaw), but
Quantum Transport: Burst Area Ranged Teleport Attack a severe breach, such as would happen with sufficient damage
6 (1,800 feet), Change Direction, Easy, Extended (60 miles), to the armor were it not sealed almost immediately, would
Increased Mass 4, Selective, Distracting 1 point result in a catastrophic quantum explosion that could destroy
a universe.
Advantages
Overconfidence: Monarch is so sure of his abilities and
Diehard, Extraordinary Effort, Improved Initiative, Leadership, foresight (with good reason, considering his standard level of
Power Attack, Seize Initiative preparation and many contingency plans) that he faces every
enemy with absolute confidence.
containing and enhancing its wearers access to and control
of the quantum field. Knowledge of the innate powers of the
armor has likely been lost in the destruction of Earth-51. Forerunner
As perhaps the most powerful mortal in any reality, Mon- Born on Earth-48, a planet fought over by the solar systems
archs abilities seem to have few limits. As such, he makes other worlds, Vizas people were forced to live underground
positive and extensive use of his Extraordinary Effort to gain to survive. Under the Monitors protection and guidance (not
temporary Alternate Effects for his Quantum Manipulation to mention genetic manipulation that introduced Saturnian
power, such as creating teleport and cross-dimensional por- and Green Martian racial traits, among others, into their
tals through which to move his captives and armies. DNA), the Forerunners eventually fought to reclaim their
world, in gratitude devoting themselves to the Monitors. It
Allies was from this race that Viza was selected by the Monitors to
act as their foremost operative, a role for which she took on
The most recent Monarch had convinced Forerunner to her races name, Forerunner, in place of her own.
abandon the Monitors cause and join his own. He also led
an army equipped with vastly superior, dimension-hopping Vizas mission was to search through all realities for people
technology, spearheaded by the metahumans who arose vic- who should not exist. Once identified, she was to eliminate
torious from Monarchs arena crucible. them because of the danger they posed to the multiverses
stability. The Monitors cast her aside when she failed to kill
Enemies Donna Troy and Jason Todd, and the Monarch took advan-
tage of this opportunity to recruit her by giving her informa-
Just about everyone in the multiverse, including Monarchs
tion regarding the Monitors decision to slaughter her people.
superhuman army, had cause to oppose this tyrants efforts
Forerunner took an armada of Monarchs ships to wage a war
to defend reality by conquering it. His staunchest foes, how-
of vengeance against her former masters.
ever, were the heroes of New Earth and the Monitors.

66 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Forerunner PL14 229 points
Abilities: Str 14 Sta 12 Agl 7 Dex 7 Fgt 11 Int 1 Awe 4 Pre 2
Powers: Clawed Gloves (Strength-based Damage 1,
Penetrating 8); Engineered Physiology (Immunity 10 (Life
Support), Impervious Toughness 12); Invisibility (Visual
Concealment 4, Concentration); Super-Speed (Enhanced
Defenses 6 (Dodge 6), Enhanced Advantages (Agile Feint,
Evasion, Improved Initiative, Instant Up, Move-by Action,
Takedown), Speed 8 (500 MPH)); Telepathy (Mental
Communication 4, Mind Reading 2); Throwing Spikes
(Strength-based Ranged Damage 1, Improved Critical,
Penetrating 8)
Advantages: Accurate Attack, Agile Feint, Close Attack 2,
Diehard, Evasion, Extraordinary Effort, Improved Initiative,
Instant Up, Move-By Action, Precise Attack (Ranged; Cover),
Ranged Attack 6, Takedown, Tracking
Skills: Acrobatics 4 (+11), Insight 2 (+6), Perception 4 (+8),
Stealth 2 (+9)
Offense: Initiative +11, Thrown Spikes +13 (Ranged, Damage
15, Penetrating 8), Clawed Gloves +13 (Close, Damage 15,
Penetrating 8)
Defense: Dodge 16, Parry 14, Fortitude 14, Toughness 12, Will 8
Totals: Abilities 116 + Powers 82 + Advantages 13 + Skills 6 +
Defenses 12 = 229 Once Monarch began gathering metahumans in his arena,
however, he abandoned Viza and left her stranded. She es-
Complications: Genetic Failsafe: Their creators have encoded
caped back into space by taking command of a passing pirate
all Forerunner DNA with a safety feature that prevents the
ship, which she promptly took through the Source Wall where
warriors from being able to directly attack any Monitor. A
Warrior Born: Viza Aziv was engineered and raised to be a
Monarch was battling the Monitors. Beyond the Source Wall,
warrior and finds normal social interaction difficult, making her her ship depleted of power, Forerunner aided a young sen-
somewhat gullible and unable to grasp behavioral nuances. tient planet by giving her own blood to ensure its survival. In
She also tends to revert to her warrior code and traditions return, the planet used her DNA to recreate the Forerunner
when dealing with others. race, which she will apparently be leading into an uncertain
future

Mongul
Mongul is a name known, despised, and feared throughout
the universenot the name of an individual, but of a family
of conquerors, warlords, and butchers. Mongul was once the Real Name: Mongul Occupation: Conqueror
ruler of Warworld, a mobile planetary weapons platform and Affiliation: The Mongul clan
home to gladiatorial games for its masters amusement. Su- Base: Mobile
perman put an end to that and Mongul sought retribution us-
ing weapons ranging from the telepathic (and parasitic) black
mercy flower to Hank Henshaw, alias the Cyborg Superman. opportunity to seize power and lord it over others but, like all
His efforts culminated in the destruction of Coast City on true bullies, is a coward at heart when facing a superior foe
Earth and his lust for power eventually saw him destroyed by capable of defeating him in a fair fight.
the demon-lord Neron.

Monguls son and heir has proven as vile and vicious as his Powers and Abilities
father, killing his own sister Mongal to further his ambitions, Large and massively-built specimens of a yellow-skinned,
and temporarily seizing control of the Sinistro Corps from beetle-browed alien race, each Mongul has considerable
its founder. There are no crimes too heinous for Mongul, nor strength and stamina, sufficient to fight Superman in close
anything he will not do to ensure his family name continues combat and to survive in the gladiator pits of Warworld.
to inspire great fear in all who hear it.
Mongul uses a variety of weapons, the most common being
Personality an amulet-like particle-beam device worn on the chest (and
easily mistaken for mere decoration, until it is used). He often
Mongul is a violent barbarian, hurting and killing others has access to entire arsenals of alien weapons, for close and
merely for sport, believing only the strong and ruthless sur- ranged combat, and is quite skilled in using them, or fighting
vive (within the family as well as without). He looks for every with nothing but his bare hands. For a time, Mongul wielded

Heroes & Villains, Vol. 2 67


Andre Nutter (order #3338244) 1
Mongul PL13
STR STA AGL DEX FGT INT AWE PRE
14 14 4 4 12 4 4 8
Powers
Disintegration Beam: Ranged Damage 16, Accurate 3 35 points
Gigantic Leaps: Leaping 7 (900 feet) 7 points
Impregnable Skin: Impervious Toughness 14 14 points
Massive Build: Enhanced Strength 6, Only for lifting (lifting
Str 20; 25,000 tons) 6 points
Rugged Constitution: Immunity 5 (Cold, Heat, Pressure,
Radiation, Vacuum) 5 points

Advantages
All-out Attack, Chokehold, Improved Grab, Improved Hold,
Languages 2 (English, Arkadyte, Interlac), Power Attack,
Redirect, Startle

Skills
Athletics 4 (+18), Expertise: Warlord 8 (+12), Intimidation 6
(+14), Perception 4 (+8), Ranged Combat 6 (+10), Technology
6 (+10), Vehicles 5 (+9)

Offense
Initiative +4
Disintegration Bean +10 Ranged, Damage 16
Unarmed +12 Close, Damage 14

Defense
Dodge 10 Fortitude 14
Parry 12 Toughness 14
Will 12

Power Points
Abilities 128 Skills 20
Powers 67 Defenses 14
Advantages 10 Total 239

Complications
Enemies: Mongul has many foes, including the Green Lantern
Corps, Sinestro Corps, Superman, and other members of the
a yellow power ring (see the Sinestro Corps entry) backed by Mongul clan.
his substantial will and sheer viciousness.
MotivationPower: Mongul is driven by his power-hunger.
Allies
Enemies
Mongul has few allies, only cowed followers. Even the rare
equallike the Cyborg Supermanis nothing more than a Monguls enemies are legion, from Superman and the Justice
convenience, with Mongul watching carefully for the right League to the entire Green Lantern Corps, the Sinestro Corps,
moment to betray him. Not even family is immune, as Mongal and the inhabitants of the planet Daxam (which Mongul at-
learned when her brother betrayed and killed her. tempted to conquer).

Other Monguls
The game traits presented here generally suffice for any of the Mongul clan, from the original master of Warlord to his
son or even his daughter Mongal. There may be slight differences in the ranks of a few abilities, skills, and defenses, as the
Gamemaster sees fit. In some settings, heroes may even encounter Monguls distant ancestors or descendants, making
the evil clan villains for all occasions. While any Mongul is a challenge for multiple heroes, an encounter with a whole
family is a difficult fight for even powerful teams like the Justice League!

68 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Mordru
Mordru PL16
STR STA AGL DEX FGT INT AWE PRE
4 4 2 4 1 10 5 5
Powers
Eternal Life: Immortality 11 22 points
Flight: Flight 9 (1,000 MPH) 18 points
Invulnerable: Immunity 80 (All Toughness effects) 80 points
Mystic Senses: Senses 4 (Cosmic Awareness, Magical
Awareness, Ranged Detect Magic) 4 points
Sorcery: Array (32 points), Dynamic
Magical Bolt: Ranged Damage 16 32 points
Healing: Ranged Healing 10 1 point
Imposing Size: Growth 12 1 point
Matter Manipulation: Transform 6 (Anything into
Anything) 1 point
Puppeteer: Mind Control 8 1 point
Regrow Limbs: Regeneration 16 1 point
Summon Magical Construct: Create 16 1 point
Telekinesis: Move Object 16 1 point
Time Travel: Movement 3 (Time Travel 3) 1 point

Advantages
Artificer, Eidetic Memory, Improved Initiative 2, Leadership,
Ritualist, Skill Mastery (Expertise: Magic), Ultimate Effort
(Expertise: Magic)

Skills
Close Combat 10 (+11), Expertise: Magic 12 (+22), Insight 8
(+13), Intimidation 10 (+15), Perception 10 (+15), Ranged
Combat: Sorcery 12 (+16)
Mordru is an immortal Lord of Chaos, one of a group of god-
Offense
like beings locked in an eternal war with the Lords of Order
Initiative +10 since the beginning of time. As an immortal, he will continue
Magic Bolt +16 Ranged, Damage 16 to exist even after the current universe dies. Mordru often
merges with a host to manifest in the material universe.
Unarmed +11 Close, Damage 4
Mordrus goals are mysterious, but he has a healthy appetite
Defense for power. Mordrus current host, Wrynn, was trapped in stone
Dodge 10 Fortitude 10 on Gemworld and developed a psychological fear of being
Parry 9 Toughness Immune
trapped. This has given the near-omnipotent Mordru a weak-
ness that can easily be exploited, because Wrynn is unable to
Will 14 free himself once trapped, regardless of his power.
Power Points Toward the end of the twentieth century Mordru tries to
Abilities 70 Skills 31 kill the son of Hawkman and Hawkwoman for fear the child
would one day defeat him. He runs afoul of the JSA and kills
Powers 164 Defenses 31
Doctor Fate and Sandman. Mordru tries to take Sandmans
Advantages 8 Total 304 power but Stargirl (under her previous guise as the Star-
Spangled Kid) connects baby Hector to Nabu and he instantly
Complications
becomes the new adult Doctor Fate. The JSA defeats Mordru
PhobiaFear of Being Trapped: Mordru has been and imprisons him in the Rock of Eternity. Mordru eventually
imprisoned within devices, objects and airless containers escapes, only to be banished from Earth after another con-
many times, which seems to be the only way to defeat him. He frontation with the JSA.
fears such imprisonment.
Mordru surfaces again in the future on the planet Zerox,
where he takes over the planet in a coup by absorbing the
powers of the other sorcerors. One of Mordrus apprentices,
Real Name: Mordru Occupation: Sorceror the White Witch, manages to escape before he can steal her
Affiliation: Lords of Chaos, Princes of Darkness, powers and joins the Legion of Super-Heroes.
Sons of Anubis Styling himself the Dark Lord, Mordru created an interstellar
Base: Mobile empire. He desired to conquer Earth but the LSH stood in his
way, defeating his fleet and imprisoning him in a vault. Later,

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Andre Nutter (order #3338244) 1
Now and Once Future Mordru Personality

The various temporal crises in the universe have had Mordru is one of the most powerful sorcerers in the universe
their effect on Mordru. In the future, he was simply an and he knows it. He is a warlord, using his spells and force
interstellar warlord, albeit a magical rather than scien- of personality to build an interstellar empire. His boldness
tific one. He desires to conquer Earth and is consistently manifests in his height; naturally tall, Mordru usually makes
thwarted by the Legion. In this era, Mordru had not been himself even larger when confronting his foes.
active in the present save for time travel.
Powers and Abilities
In the present, it is revealed that Mordru is an immortal
Lord of Chaos who can assume various bodies. He is Mordru has used many spells over the course of his unnatu-
presented as a player in the war between Order and rally long life, hence the Variable power. He frequently uses
Chaos and is effectively Doctor Fates nemesis. The his sorcery to unleash magical bolts, transform matter and
event that led to this change effectively erased Mordrus regenerate. He usually carries a number of artifacts to aid him
exploits against the Legion in the thirtieth century. (these are generally plot devices). Note that Mordru often
Its certainly possible that the Mordru of the future is uses his spells at a lower power level in order to have several
simply a new possessed body, enabling the newer active at any one time. Naturally tall (over seven feet), Mordru
version of Mordru to menace the LSH in the future as he is especially fond of his Growth spell.
had before the crises that erased his history.
Allies
Mordrus megalomania allows little room for allies. Those who
Shadow Lass accidentally releases Mordru, causing the LSH free him from his latest prison in hopes of using him as an
to flee in a time bubble to Smallville in the twentieth century ally discover that Mordru will turn against them at the first
(due to it being the last location programmed into the time opportunity.
bubble). Mordru follows them back in time but is eventually
defeated.
Enemies
Mordru becomes a recurring nemesis of the LSH, sometimes
Mordru has faced many super teams over the centuries, in-
teaming with other super-villains such as the Time Trapper
cluding the Justice Society of America, the Justice League of
and Glorith. Mordru is believed to eventually emerge victori-
America, and the Legion of Superheroes. His own daughter
ous, though shifting realities and changes in the time stream
even turned against him.
have made his future uncertain.

Morgaine le
Le fey
Fey Morgana Inwudu was born the sister of Nimue (Madame Xan-
adu) and Vivienne (Lady of the Lake). She was descended from
the Atlantean Elder Folk who eventually became the Homo
magi, though she was exiled from her people for meddling in
mortal affairs with Uther Pendragon and his family. Attempt-
ing to defeat Merlin and conquer Camelot, she earned the
undying enmity of Merlins forced ally and servant, the arcane
gestalt of Jason Blood and the demon Etrigan.

Over the centuries, she has made repeated attempts to regain


the power Merlin cost her and enforce her will on the many
inferiors surrounding her. In modern times these schemes
have brought her into conflict with heroes such as Wonder
Woman and Etrigans reluctant ally, Batman.

Personality
Morgaine is imperious, scheming, vindictive, grandiose,
operatic and completely unforgiving of even the smallest
slight. She feels cheated by fate from her many defeats over
the centuries, certain in the knowledge that luck alone has

Real Name: Morgana Inwudu


Occupation: Sorceress and world conqueror
Base: Varies

70 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Morgaine le Fey PL13
STR STA AGL DEX FGT INT AWE PRE Advantages
1 2 1 1 3 7 7 5 Artificer, Languages 4 (Numerous dead and arcane languages),
Ritualist, Seize Initiative, Skill Mastery (Expertise: Magic), Taunt
Powers
Skills
Black Magic: Array (65 points)
Bindings of the Mind: Perception Range Affliction Deception 10 (+15), Expertise: History 9 (+16), Expertise: Magic
13 (Resisted by Will; Dazed, Compelled, Controlled), 13 (+20), Insight 11 (+18), Intimidation 8 (+13), Perception 8
Progressive 65 points (+15), Persuasion 6 (+11), Ranged Combat: Spells 11 (+12)
Conjuration: Create 13, Continuous; Innate, Precise, Subtle
1 point Offense
Curse of Shaping: Ranged Affliction 14 (Resisted by Will; Initiative +1
Dazed, Stunned, Transformed), Progressive 1 point
Mystic Bolt: Ranged Weaken Toughness 14 (Resisted by Ranged Spells +12 Ranged, Damage 14 Linked to
Fortitude) and Linked Ranged Damage 14 1 point Weaken Toughness 14, or varies
Mystic Passage: Teleport 8 (1 mile), Accurate, Easy, Unarmed+3 Close, Damage 1
Extended (250 miles), Portal 1 point
Withering Curse: Ranged Weaken Stamina 14 (Resisted by Defense
Fortitude), Progressive 1 point Dodge 12 Fortitude 8
Golden Armor with Protective Wards: Enhanced Defenses
12 (Dodge 6, Parry 6); Healing 12 (Persistent, Restorative, Parry 12 Toughness 14
LimitedSelf Only, Tiring); Immortality 6; Immunity 11 Will 18
(Age, Life Support); Impervious Protection 10 (Removable,
-14 points) 54 points Power Points
Levitation: Flight 3 (16 MPH) 6 points Abilities 54 Skills 38

given victory to those she considers inferior, and ever-con- Powers 130 Defenses 25
fident that she is only one plan away from her goals at any Advantages 9 Total 256
time.
Complications
Powers & Abilities Obsession: None of Morgaines protections based on her armor
equate to actual eternal youth, and she ages (cosmetically)
Morgaine is an incredibly powerful sorceress with many cen- over time though through her armor she remains physically
turies of experience who feels no compunction about turning vigorous. She hates true immortals and plots to steal their
to dark places and dangerous sources in her quest for power. immortality; she also steals youth from various unfortunate
Her enchanted armor keeps her alive in a semblance of im- mortals through ritual magic.
mortality, and her spells generally involve direct and grue-
Overconfidence: Morgaine has a dangerous level of contempt
some displays of arcane might and forced control. Subtlty is
for her enemies, causing her to underestimate them again and
not really her strong point. again.

Allies
Enemies
Morgaine is entirely too self-absorbed and untrusting to
Etrigan and Merlin above all others, but in recent years she
maintain such relationships.
has added Wonder Woman and Batman to a long list.

Multiplex
Danton Black worked at a nuclear facility as Professor Martin the Suicide Squad by Amanda Waller in return for pardons
Steins assistant. When the two got into a dispute over credit for his past crimes.
for an experiment, Black sabotaged the power plant, first by
publicly accusing Stein of plagiarism and then by arranging Personality
for the plant to explode. The same blast that gave Stein and
protester Ronnie Raymond the power to fuse into Firestorm Multiplex is a coward at heart who is always looking for the
gave Black the power to divide himself into multiple beings easy way out. He is perfectly willing to let his duploids take
as Multiplex. the risks and do all the heavy lifting.

Multiplex discovered Firestorms identity and used his


knowledge to seek revenge against Stein and Raymond. Real Name: Danton Black
Multiplex also served as an accessory member on teams Occupation: Suicide Squadron
such as the villainous 2000 Committee and later the Secret
Society of Super-Villains before being forcibly recruited into
Base: Belle Reve prison

Heroes & Villains, Vol. 2 71


Andre Nutter (order #3338244) 1
Multiplex PL10
STR STA AGL DEX FGT INT AWE PRE Power Points
7 6 3 4 5 4 2 1 Abilities 64 Skills 14

Powers Powers 94 Defenses 15

Bio-Fission: Summon Duploids 7 (105 points), Active, Horde, Advantages 3 Total 190
Mental Link, Multiple Minions 4 (16 minions) 85 points Complications
Energy Absorption: Impervious Protection 6, Limited to
Energy; Impervious Toughness 6, Limited to Energy Conservation of Mass and Energy: At one time, each split
9 points caused Multiplex to produce successively smaller duploids, but
fueling his powers with an energy source appears sufficient to
Equipment overcome this limitation.
Weapon: Usually a heavy pistol (Ranged Damage 4) 8 points Shared Consciousness: Multiplex shares the experiences
of his duploids, and their deaths can cause mental feedback
Advantages ranging from discomfort to incapacitating pain.
Equipment 2, Teamwork

Skills Duploid PL10 Minions 105 points


Close Combat: Unarmed 4 (+9), Deception 4 (+5), Expertise: Abilities: Str 7 Sta 6 Agl 3 Dex 4 Fgt 5 Int 4 Awe 2 Pre 1
Physics 6 (+10), Ranged Combat: Guns 4 (+8), Technology 6
Powers: Energy Absorption (Protection 6, Impervious 12,
(+10), Vehicles 4 (+8)
Limited to Energy)
Offense Equipment: Heavy pistol (Ranged Damage 4)
Initiative +3 Advantages: Equipment 2, Teamwork
Heavy pistol +8 Ranged, Damage 4 Skills: Close Combat: Unarmed 4 (+9), Deception 4 (+5),
Unarmed +9 Close, Damage 7 Expertise: Physics 6 (+10), Ranged Combat: Pistol 4 (+8),
Technology 6 (+10), Vehicles 4 (+8)
Defense Offense: Initiative +3, Heavy pistol +8 (Ranged, Damage 4),
Dodge 8 Fortitude 10 Unarmed +9 (Close, Damage 7)
Parry 8 Toughness 6/12* Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 6/12*, Will
5 *Limited to Energy.
Will 5 *Limited to Energy.
Totals: Abilities 64 + Powers 9 + Advantages 3 + Skills 14 +
Defenses 15 = 105
Powers & Abilities
Enemies
Multiplex can split off numerous copies of himself called du-
Multiplex is a longtime enemy of the original Firestorm, Ronnie
ploids.
Raymond, and bears a particular grudge against Professor Stein.
Allies
As a member of the Suicide Squad, Multiplex can count on his
Duploid
boss Amanda Waller to have his back, regardless if his role is
Multiplexs duploids share his consciousness and his super-
fodder or staffer.
human strength and durability.

72 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Murmur

Dr. Michael Christian Amar is a surgeon turned serial killer. A


respected doctor, Amar was driven to murder by his insanity; Real Name: Michael Christian Amar
he wanted to quiet the voices in his head. He terrorized Cen- Occupation: Former surgeon
tral City and Keystone City before he was finally captured by
the Flash. Amar made two mistakes as a serial killer. First, he
Affiliation: Secret Society of Super-Villains, the Rogues
had a modus operandi, cutting out the tongues of his victims, Base: Central City, Keystone City
which made it easy to connect a single criminal to his crimes.
Second, he couldnt stop talking to himself and blurted out
the details of his crimes when captured. when the lethal injection failed to kill him. Later, Amar cut out
his own tongue and sewed his lips shut to keep from talking
Amar was quickly convicted of multiple murders and impris- (though he still murmurs to himself). With the help of the vil-
oned. He was sentenced to death, and discovered that his lain Blacksmith, Murmur created and released a virus that killed
abnormal body chemistry was immune to poison and disease the prison guards and several prisoners so he could escape.

Murmur PL9
STR STA AGL DEX FGT INT AWE PRE Offense

2 3 5 5 9 4 4 -2 Initiative +9
Knife +15 Close, Damage 3, Crit. 16-20
Powers
Thrown Knife +15 Ranged, Damage 3, Crit. 16-20
Abnormal Body Chemistry: Immunity 2 (Disease, Poison)
2 points Defense
Equipment Dodge 11 Fortitude 9
Assortment of 10 knives Parry 11 Toughness 7/3*
Will 9 *Without Defensive Roll
Advantages
Agile Feint, All-out Attack, Defensive Roll 4, Equipment 4, Power Points
Evasion 2, Fearless, Hide in Plain Sight, Improved Critical 3 Abilities 60 Skills 35
(Knives), Improved Disarm, Improved Initiative, Power Attack,
Precise Attack 4 (Close and Ranged; Cover and Concealment), Powers 2 Defenses 19
Prone Fighting, Quick Draw Advantages 26 Total 142

Skills Complications
Acrobatics 8 (+13), Athletics 8 (+10), Close Combat: Knife 6 Mute: Murmur cut out his own tongue for fear of incriminating
(+15), Expertise: Surgeon 10 (+14), Perception 6 (+10), Ranged himself.
Combat: Throw 10 (+15), Sleight of Hand 4 (+9), Stealth 8 (+13),
Serial Killer: Murmur kills in a futile attempt to silence the
Treatment 10 (+14)
voices inside his head.

Heroes & Villains, Vol. 2 73


Andre Nutter (order #3338244) 1
Murmur has joined with several super-villain teams when he him to use them without fear of poisoning himself. He is also
is not acting on his own homicidal impulses. He is a recurring an expert knife-fighter.
threat to the Flash.
Allies
Personality Murmur has allied himself with Blacksmith, Captain Cold, and
Murmur is a homicidal maniac who enjoys killing; his person- the Fisherman.
ality is literally muted by the fact that he cant speak.
Enemies
Powers and Abilities The Murmur is a frequent opponent of the Flash (both Barry
Murmur has an abnormal body chemistry that makes him Allen and Wally West).
immune to diseases, poison and other toxins, which enables

Nekron
If its servants can be believed, Nekron was created when the ished to wander the nether regions of creation by his breth-
Guardians of the Universe first harnessed the powers of the ren, the Guardians. When Kronas form mysteriously passed
emotional spectrum, an unforeseen and terrible consequence into Nekrons domain, this fundamental contravention of
of their actions spawned as a defense mechanism from the natural lawan immortal in the lands of the deadtore a
nothingness of the darkness into which life was spreading its hole between the two dimensions and allowed Nekron to
light. The Lord of the Unliving supposedly was given shape by use Krona to attack the Guardians, killing them so as to fur-
the collective idea of sentient lifes concept of death. ther weaken the barriers keeping Nekron at bay. Led by Hal
Jordan, the Green Lantern Corps (living and dead), barely
Trapped and cut off from the physical realm in which life managed to thwart this scheme. Now aware of the possibility
evolves and survives, Nekron was encountered by Krona, the of entry, Nekron tried several more times over the years to
renegade Oan bound in the form of pure energy and ban- breach the barrier between dimensions, with various heroes
such as Captain Atom and Wonder
Woman barely managing to stop
him.

At some point Nekron initiated a


more complex strategy, one that
began with several heroes returned
to the land of the living under a va-
riety of circumstances over a period
of years. Then, following the Sinestro
Corps War, when the Anti-Monitor
ended up on the dead world of Ryut
(apparently a point in the universe
where Nekron could exert his power
directly), the universe-killer found
himself cannibalized by Nekron
and made into a battery to power a
corps worth of Black Lantern rings
that Nekron sent out to find wield-
ers among the dead of the cosmos.
A great war resulted, the seeming
culmination to the Oan Guardians
prophecies, as the various other
Lantern corps were forced to com-
bine their power to fight the risen
dead that served Nekron. A master-
stroke of Nekrons ongoing strategy
was that the returned heroes were
themselves immediately converted
to Black Lanterns, a vanguard for
Nekrons forces, and even when
they were freed of the Black Lan-
tern influence, it seemed like all was
lost in the face of Nekrons direct
interventionas the Black Lanterns
then managed to bring their master

74 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Real Name: Nekron Nekron PLX
Occupation: Lord of the Unliving, Guardian of Darkness Complications
Base: Death realm dimensionally adjacent Avatar of Death: Nekron is the incarnation of a fundamental,
to Hell and bordering on Limbo and Purgatory primal concept and is therefore tied to certain actions and
pursuitsits drive towards its goal to return the universe to
unliving darkness is all-consuming.
through the dimensional barrier. Only the intervention of the
Locked Out: The Lord of the Unliving cannot exist in the
power behind a new corps, the Entity of the White Lantern,
physical realm without the energies accumulated by the
the Wellspring of Life to counter the Lord of the Unliving,
Black Lanterns to anchor it, and it would take a fundamental
helped stop Nekron. The combination of this Entity and the restructuring of its realms relationship with the physical
many heroes facing Nekron managed to destroy its animated universe (such as a direct rift connecting them) to allow it
hordes, deprived the Black Lanterns of their battery by res- direct access.
urrecting the Anti-Monitor and then severed the tether that
allowed Nekron to operate in the physical realm by resurrect- Vulnerable: Nekron is vulnerable to certain divine energies
ing the undead Black Hand, forcing Nekron out of the lands and the life-infusing powers of the Entity, which is the living
embodiment of the White Light.
of the living altogether and ending its campaign of horror.

Given the eternal nature of the Lord of the Unliving and the favorite attack is its dark lightning blasts, and its very person
unrelenting focus of its goal, it is likely Nekron simply bides its is a manifestation of anti-life energies in the form of a death
time waiting for the right opportunity to return. touch. If default mechanics are desired for these, assume
Ranged Attack +14 and Ranged Damage 20 on the former,
Personality and Weaken Stamina 20, Reaction, on the latter. Size and dis-
tance do not appear to constrain Nekron, as its preternatural
Interpreted through mortal eyes, Nekron would be an obses- senses apparently span galactic and dimensional gulfs and
sive megalomaniac, utterly focused on driving out the invad- it has manifested at sizes larger than some planetary bodies.
er that is life from its own ideala dead, sterile darkness that
constitutes the entirety of creation. Nekron hates life and all A terrifying presence even to godlike beings, Nekron has a
living things, seeking to corrupt and destroy them in pursuit minimum Intimidation bonus of +30.
of its goal. Vain as only a cosmic being can be, Nekron is also
supremely unconcerned with the actions and needs of mere Allies
mortal infestations and believes itself to be untouchable.
Nekron does not seek nor does it recognize allies. Certain indi-
viduals have proven to be valuable tools, such as Black Hand
Powers & Abilities or Krona, but further consideration than this is alien to Nekron.
As the incarnation of a cosmic force, the Lord of the Unliv-
ing is the very definition of a plot device (or PLX) character, Enemies
possessing whatever traits and statistics the Gamemaster All life is Nekrons enemy, though certain individuals, such as
requires. Only other plot-device-level characters seem able the Guardians of the Universe and their servants the Green
to actually hurt Nekron, and it effectively has Summon Black Lantern Corps, or Captain Atom, or Wonder Woman, or any
Lantern (or more generally, Summon Animate Dead) at what- of the heroes that broke their enslavement as Black Lanterns,
ever rank the Gamemaster cares to assignit has created have all earned particular attention.
zombie hordes from the populations of entire planets. One

Nemesis
Tom Tresser was in training to become a government agent
like his brother Craiguntil Craig was brainwashed and used Real Name: Thomas Andrew Tresser
to murder family friend Ben Williams, then killed by his fel-
low agents, who claimed to be acting in self-defense. Tom, as
Occupation: Government agent, vigilante
Nemesis, swore to clear his family name and to balance the Base: Washington, D.C.
scales of justice for Bens death.

After smashing the Council responsible for the murder, Nem- Sarge Steel, working alongside agent Diana Prince and later
esis worked with Task Force X and the Suicide Squad. His ded- her alter-ego Wonder Woman.
ication to his principles caused strife between him and other
Squad members, including its leader, Amanda Waller. He also Personality
worked with the Shadow Fighters, an organization dedicated Nemesis is driven by his dedication to justice and seeing
to battling the evil entity Eclipso. wrongs righted, though no longer as intensely as when he
Tom Tresser accepted a position as a field agent with the was avenging his brothers death and his friends murder. He
newly reorganized Department of Metahuman Affairs under is serious and focused, with a dry sense of humor.

Heroes & Villains, Vol. 2 75


Andre Nutter (order #3338244) 1
Nemesis PL8
STR STA AGL DEX FGT INT AWE PRE Skills

3 4 4 4 8 4 4 4 Acrobatics 2 (+6), Athletics 8 (+11), Close Combat: Unarmed 5


(+13), Deception 12 (+16), Expertise: Intelligence Operations 8
Equipment (+12), Insight 6 (+10), Investigation 6 (+10), Perception 8 (+12),
Dissolving Masks: Morph 2, LimitedFacial Features Only, Persuasion 6 (+10), Ranged Combat: Guns 9 (+13), Technology
Unreliable (5 uses) 6 points 4 (+8), Treatment 2 (+6), Vehicles 6 (+10)
Pistol: Ranged Damage 3 6 points
Offense
Advantages Initiative +8
Defensive Attack, Defensive Roll 2, Equipment 3, Evasion, Pistol +13 Ranged, Damage 3
Improved Initiative, Improvised Tools, Improved Trip,
Unarmed +13 Close, Damage 3
Improvised Weapon, Prone Fighting, Well-informed
Defense
Dodge 10 Fortitude 8
Parry 10 Toughness 6/4*
Will 8 *Without Defensive Roll.

Power Points
Abilities 70 Skills 41
Powers 0 Defenses 16
Advantages 13 Total 140

Complications
Dedicated to Justice: Nemesis will ensure the right thing gets
done.
Independent: He tends to go it on his own.
Unrequited: He has a hard time with romantic relationships.

Powers & Abilities


Nemesis is a skilled undercover agent and a master of dis-
guise and impersonation. Hes an expert solo operative and
good at improvising in difficult situations.

He typically caries a semiautomatic pistol, often loaded with


mercy bullets containing a knockout drug (this has no di-
rect game effect other than allowing Nemesis to inflict non-
lethal damage with a gun). He uses special masks made of
a thin, highly moldable material that dissolve instantly when
exposed to a chemical spray, allowing him to layer the masks
and change them in seconds.

Nemesis player can plan and layer his masks in advance


or spend a hero point in order to happen to have the right
mask prepared and on-hand as one of his available uses.

Allies
Nemesis has a few allies in the intelligence community, in-
cluding Sarge Steel and fellow agents within the Department
of Metahuman Affairs (DMA), but even there he is something
of a loner. He has worked with Batman and Wonder Woman,
and with the Suicide Squad under Amanda Waller.

Enemies
Nemesis fought a criminal cabal known as the Council at the
start of his career. He also worked with the Shadow Fighters
against Eclipso, and has gone up against a number of foes
working with the Suicide Squad and the DMA.

76 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Neron
Neron is an ancient demon born of a pre-human age and may
number among the first sentient beings. He claims to have Neron PLX
brought the first human couple together and caused human-
itys first fall from grace. A fiendish bargainer, few who have Complications
dealt with Neron over the millennia have gotten the better Obsession: Neron cannot resist a chance to bargain. He is also
of the bargain. obsessed with corrupting a pure soul.

Though he had been actively corrupting souls since the dawn Power Loss: Neron can be demoted by the other lords to the
of time, Neron was relatively unknown by earths super he- rank of Rhyming Demon, thus losing much of his power.
roes until he made a bid for world domination by manipulat- Power Loss: When he becomes furious, Neron tends to lose
ing the villains Captain Boomerang, Captain Cold, Heat Wave, control of his shape-shifting ability and revert to his true
Mirror Master and Weather Wizard into sacrificing themselves demonic form.
in an unholy ritual that summoned Neron to earth in person.
Vulnerability: Tampering with pure emotions such as love
His summoning allowed Neron to go about the business of
and compassion corrupts Neron with similar emotions.
corrupting the souls of earths super heroes and super-vil-
lains, his ultimate goal being the location and absolute cor- ther his dark agenda. Neron is a natural wheeler-dealer. He
ruption of a pure soul. Neron found his pure soul in Captain cannot resist any opportunity to make a deal, a compulsion
Marvel. After a long and bloody conflict, the Justice League that is his greatest weakness.
managed to thwart Nerons designs on their teammate with
aid from the Trickster. Before his eventual defeat however,
Neron was able to distribute an unknown number of demon-
Powers & Abilities
blood candles which allowed those seeking an unholy bar- Neron is one of the most powerful entities in the DC universe,
gain to summon Neron. bearing such names as Lord of Lies, Wishweaver, and King of
Hate. He typically appears in the form of a handsome human
Nerons campaigns have included several attempts to con-
male, but reverts to his true demonic form when enraged.
quer the very heavens. The first attempt included a plan to
Neron is immensely strong and nigh-invulnerable. He is ca-
use Linda Parks soul and the Flashs love for her as bargain-
pable of altering reality to his will, though he cannot alter the
ing chips to gain access to the Flashs super force and thus
fundamental laws of the universe. Neron is an avid collector
gain entrance into heaven, but this plan backfired when
of souls, obtaining them by bargaining with mortals. Neron
Neron became corrupted by the bond of love between Lin-
collects the souls sold to him through Faustian bargains or
da and the Flash, forcing him to relinquish both Lindas soul
claims them as collateral from mortals who foolishly struck
and the Flashs love for her. Neron later makes another at-
bargains they could not fulfill. Nerons offers are rarely what
tempt on Heaven by teaming up with the rebellious angel-
they seem, filled with omissions, half-truths and treacher-
king Asmodel, but Neron withdrew his support moments
ous designs. He is capable of bestowing magical powers on
before the final battle, thus ensuring the defeat and damna-
others, as well as creating items both mundane and super-
tion of Asmodel.
powered. Though Neron cannot resist a deal, he is unable to
The Demon Etrigan used Nerons desire for the Specters pow- deal with beings with a pure spirit, such as Captain Marvel
er to trick him into sufficiently angering the other lords of Hell (see Vol. 1) or Superman. While he has the power to affect
so that they demoted Neron to the rank of Rhyming Demon. pure emotions such as love, he avoids doing so, because it
Neron was forced to spend the next two years regaining his causes Neron himself to become corrupted with similar emo-
power and position among the lords of Hell. tions, in the worst case causing him to develop compassion
for the myriad souls he has damned.
Felix Faust (see Vol. 1) managed to temporarily trap Neron
inside the Tower of Fate with a binding spell. Meanwhile, the Allies
demons Blaze and Satanus attempted to take over the rule of
A master manipulator, Neron has a way of exploiting his en-
Hell. Neron freed himself and raised his own army to oppose
emies so they further his will, even as they seek his downfall.
them, but became infected by a mystical disease engineered
Neron has occasionally teamed up with the Demon Etrigan
by Satanus to turn demons mortal. Satanus beheaded the
(see Vol. 1), though the two are more often rivals pursuing
mortal Neron, but it is doubtful we have seen the last of this
the throne of Hell.
cunning fiend.
Enemies
Personality
Neron seeks to corrupt and then capture a pure soul, which
Neron is the archetypal demon prince of lies. He is constantly
has brought him into conflict with the Justice League while
maneuvering, making deals and collecting souls. His insidi-
trying to corrupt Captain Marvel (see Vol. 1). Nerons plans
ous plots are subtle and far-reaching, to the point where few
have been thwarted multiple times by the Tricksters ability
can anticipate his ultimate goal before Nerons disparate
to out-bargain him. Neron continually vies with the Demon
machinations come swiftly and seamlessly together to fur-
Etrigan (see Vol. 1), as well as Blaze (see Vol. 1) and Sata-
nus for rulership of hell. Additionally, Nerons bargains have
earned him the enmity of more heroes and villains than can
Real Name: Neron be listed here, including such characters as Abra Cadabra,
Artemis, Black Manta, Blockbuster, Blue Devil, the Flash, Kid
Occupation: Demon Prince of Lies Devil, Ocean Master, the Secret Six and Wonder Woman.
Base: Hell

Heroes & Villains, Vol. 2 77


Andre Nutter (order #3338244) 1
The new Gods

Countless ages ago an alien race known as the Old Gods warfare between the technologically advanced, immortal
waged a terrible war among themselves and brought about races was long and terrible, and in time even Darkseid was
their own demise in an event known as Ragnarok. Their home forced to seek a truce in order to avoid self-destruction. As
Urgrundthe Third Worldwas torn in two, but in time part of the armistice, Highfather and Darkseid agreed to an
the halves each formed into planets inhabited by new life, a exchange of heirs to guarantee the cease-fire, with Highfa-
race known as the New Gods. The New Gods evolution was thers son Scott Free being raised on Apokolips and Darkseids
shaped by a potent spiritual energy manifesting as a wall son Orion growing up on New Genesis. While their leaders
called the Source, which is closely concentrated on the twin sons came of age in the presence of their enemies, the con-
worlds. Because of contact with the Source, the New Gods de- flict between the two worlds continued at a lower intensity,
veloped great physical and intellectual prowess and attained as Darkseid was compelled to use less direct, more subtle
wondrous levels of technology. The New Gods also achieved means of bringing about the destruction of New Genesis.
virtual immortality; only rarely did the Black Racer appear Open warfare might have resumed when Orion and Scott
to usher a life-force into the Source. Despite their parallel Free (now known as Mister Miracle) finally reached maturity
achievements, the inhabitants of the planets of the so-called and both declared their loyalty to New Genesis, had it not
Fourth World were vastly different. been for a fateful discovery.

New Genesis was a bright, verdant, near-paradise governed Three centuries ago, Darkseids goals changed when he learned
by the good and wise Izaya the Highfather, while Apokolips of the Anti-Life Equation, a formula for utterly destroying liv-
was a dark, mechanistic nightmare world tyrannized by the ing beings free will. Darkseid believed the Equation could be
cruel, twisted Darkseid. On New Genesis, the inventor Hi- found inside the human subconscious, and from that point
mon developed technological wonders like the Boom Tube onward Earth became a new front in the New GenesisApoko-
and Mother Box while leaving the planet itself pristine and lips war. This brought the New Gods in contact with Earths cos-
rural, save for the levitating capital city of Supertown. Apo- tumed metahumans for the first time, and Superman and oth-
kolips was a despoiled and hellish world, overseen by Dark- ers subsequently joined with the champions of New Genesis
seids master torturer Desaad and Granny Goodness, who to counter Darkseids machinations on a number of occasions.
was responsible for breaking the spirits of and then reform- A quintet of young Earth-born New GodsBeautiful Dreamer,
ing all children. While some of the New Gods were prejudiced Big Bear, Mark Moonrider, Serifan and Vykinknown as the
against New Genesis other inhabitants, the ground-dwelling Forever People, were empowered to summon the formidable
bugs, Darkseid and his minions did not even regard Apoko- Infinity-Man in order to combat Apokoliptian forces on their
lips hunger dog slaves as fellow beings. birth-planet. Later, Orion, Lightray, Mister Miracle and his wife
Big Barda became members of the Justice League, defending
Such opposites cannot long coexist, and Darkseid repeated the Earth from a variety of menaces.
the folly of the Old Gods and attacked New Genesis. The open

78 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Like the ancient deities of Greece, many myths, legends, sto-
ries, and prophecies surround the New Gods, their worlds, Lightray PL12 244 points
and their exploits. Tales of the demise of New Genesis, Apoko-
Abilities: Str 6 Sta 7 Agl 5 Dex 5 Fgt 6 Int 6 Awe 6 Pre 5
lips, Highfather, Darkseid, and a total genocide of their peo-
ple abounded, with only the New Gods themselves knowing Powers: Immunity 10 (Aging, Cold, Heat, Pressure, Radiation,
the truths or the lies in any of them. What is known for certain Vacuum, Disease, Poison, Suffocation (All)); Solar Energy
is how the apparent ultimate triumph of Darkseid led to his Control: Array (48 points): Flight 24 (32,000,000 MPH,
apparent final destruction. Dynamic), AE: Solar Energy Beam (Ranged Damage 12,
Dynamic), AE: Solar Light Beam (Ranged Affliction 12
At the start, all the heroes noble efforts against him seemed (Resisted by Fortitude; Visually Impaired, Visually Disabled,
to come to naught, as Darkseid at last uncovered the Equation Visually Unaware), Cumulative, Dynamic), AE: Holograms
and used it to destroy New Genesis. Darkseid and the other (Illusion 10 (Visual), Area 2 (30 feet), Dynamic), AE: Miniature
New Gods then fled to Earth, living and hiding under human Sun (Environment 12 (Bright Light), Dynamic), AE: Movement
guises. There, Darkseid unleashed the Anti-Life Equation on 1 (Space Travel 1, Dynamic); Mother Box (Removable (5
Earth, enslaving almost its entire population and thereby points): Boom Tube (Space Travel 3); Intelligence (Feature 2);
enjoying near-omnipotence during the so-called Final Crisis. Restoration (Healing 8)
The combined bravery and ingenuity of Superman, Batman, Advantages: Agile Feint, Defensive Roll 3, Diehard, Evasion 2,
the Flashes, and others eventually destroyed Darkseid and Ranged Attack 7
returned the multiverses to normal. As a result of their heroic Skills: Acrobatics 10 (+15), Close Combat: Unarmed 6 (+12),
actions, Apokolips was transformed into New Genesis, bring- Expertise: Science 8 (+14), Technology 12 (+18), Vehicles 8 (+13)
ing about the Fifth World, and Highfather, Lightray, Big Barda,
Offense: Initiative +5, Solar Energy Beam +12 (Ranged,
Scott Free, and others were all returned to their former lives.
Damage 12), Solar Light Ray +12 (Ranged, Affliction 12),
Unarmed +12 (Close, Damage 6)
Lightray Defense: Dodge 14, Parry 14, Fortitude 11, Toughness 10/7*,
Will 13 *Without Defensive Roll.
As children, Sollis and his best friend Orion were attacked by
Totals: Abilities 92 + Powers 88 + Advantages 14 + Skills 22 +
Apokoliptian soldiers, and their solar-energy blasts left Sollis
Defenses 28 = 244
comatose. When he recovered, the ever-benevolent Sollis found
he had gained the power to manipulate solar energy and fly at Complications: Doing Good: Lightrays overriding
incredible speeds. Now known as Lightray, he uses these pow- kindheartedness leads him to always do right by others.
ers in the New Gods endless struggle with Apokolips, and briefly Weakness: The mysterious substance Radion is potentially
served alongside his old comrade Orion in the JLA. lethal to Lightray, as to the other New Gods.

Nightshade
Eve Eden was not content to be just the glamorous daughter
of a U.S. senator especially after her mother revealed she
was the exiled queen of the Land of Nightshades. Her moth-
er took Eve and her brother to the Land of Nightshades to
show them where they came from. Unfortunately, the Land
of Nightshades had been taken over by an evil entity known
as Incubus. The Incubus discovered the Edens, and though
Eve and her mother managed to escape, her brother Larry
remained behind.

Determined to prove herself worthy to take the throne in the


Land of the Nightshades, Eve became a government agent,
a superb spy, and one of the few members of the Suicide
Squad without a rap sheet. Nightshade returned to her home
dimension along with the Squad, and defeated the Incubus
after sealing and absorbing the Succubus, who had been hid-
ing inside fellow Squad member Enchantress.

Eve joined the Shadowpact when the Spectre threatened to


destroy all magical beings, and stayed with them to protect the
new age of magic, though she also rejoined the Suicide Squad.

Real Name: Eve Eden


Occupation: Government agent, mystic guardian
Base: Belle Reve prison, welcomed at The Oblivion Bar

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Andre Nutter (order #3338244) 1
Nightshade PL10
STR STA AGL DEX FGT INT AWE PRE Advantages

1 2 3 3 4 1 2 2 Assessment, Contacts, Close Attack 2, Defensive Attack,


Defensive Roll 4, Improved Defense, Improved Initiative,
Powers Improved Trip, Move-by Action, Power Attack, Prone Fighting
Darksight: Senses 2 (Darkvision); Feature 1 (can see through
Skills
her own shadow effects) 3 points
Flight: Flight 1 (4 MPH) 2 points Acrobatics 5 (+8), Close Combat: Unarmed 4 (+8), Deception 6
Shadow Form: Insubstantial 2 (two-dimensional shadow), (+8), Expertise: Espionage 5 (+6), Expertise: Mystic Dimensions
Activation (Move action) 9 points 7 (+8), Insight 4 (+6), Intimidation 6 (+8), Investigation 6
Umbrakinesis: Magic Array (36 points) (+7), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat:
Shadow Warp: Teleport 7, Accurate, Easy, Extended (120 Umbrakinesis 7 (+10), Stealth 10 (+13), Treatment 4 (+5)
miles), Portal, Limited to Extended 36 points
Black Tendrils: Damage 14 (solid shadow), Penetrating 5, Offense
Reach 5, Split 2, Unreliable, Side Effect (Become Uncontrolled), Initiative +7
Affects Only Objects (4 ranks only, -4 points) 1 point
Unarmed +10 Close, Damage 1
Dimensional Portal: Movement 2 (Dimensional Travel
2, Mystical Dimensions), Affects Others, Reach 2 (10 feet); Shadow Tendril +6 Close, Reach 5 (25 feet), Damage 10 (14
Feature (Access to The Oblivion Bar and the Land of against objects)
Nightshades) 1 point Shadow Bolts Ranged, Burst Area, Damage 10
Shadow Bolts: Ranged Burst Area Damage 10 1 point
Shadow Constructs: Create 10 (solid shadows), Shadow Fields Ranged, Burst 4 (250 feet), Concealment
Impervious, Movable, Stationary, Concentration,
Defense
Distracting 1 point
Shadow Fields: Ranged Area Burst 4 (250 feet) Dodge 10 Fortitude 8
Concealment Attack 4 (All Visual Senses; Resisted by Parry 10 Toughness 6/2*
Dodge), Selective 1 point
Shadow Homunculi: Summon 10 (animated shadows, Will 10 *Without Defensive Roll
150 points), Active, Multiple Minions 2 (4 minions),
Power Points
Concentration, Distracting 1 point
Abilities 36 Skills 37
Shadow Homunculus PL10 Minions 136 points Powers 56 Defenses 27
Advantages 15 Total 171
Abilities: Str 12* Sta Agl 6 Dex 0 Fgt 8 Int 13 Awe 2 Pre 0
Powers: Shadow Construct (Immunity 30 (Fortitude effects)); Complications
Giant (Growth 8, Innate, Permanent); Smash (Strength- Nightmarish Transport: Anyone crossing Nightshades
based Damage 1 linked to Burst Area Affliction 8 (Resisted by shadow warps is immediately attacked by nightmarish visions
Fortitude; Hindered, Prone), Limited Degree); Protection 7 of the Land of Nightshades, emerging with a random fear-
Advantages: All-out Attack, Fast Grab, Improved Grab, based condition as decided by the Gamemaster. Closing ones
Improved Hold eyes avoids this effect, but it might become a complication at
an important moment. Nightshade is immune to this.
Skills: Athletics 8 (+20), Intimidation 6 (+10*)
PrejudiceStrange Appearance: After absorbing the
Offense: Initiative +6, Unarmed +8 (Close, Damage 8), Smash
Succubus power, Nightshades skin is alabaster white and her
+8 (Close, Damage 9 linked to Burst Area Affliction 8, Resisted
hair can become living shadows.
by Fortitude)
Defense: Dodge +6*, Parry +10*, Fortitude Immune, two-dimensional shadow to slip through cracks and become
Toughness +11, Will +2 *Includes Growth modifiers. invulnerable to most attacks.
Totals: Abilities 52 + Powers 63 + Advantages 4 + Skills 7 +
Defenses 10 = 136 Allies
Throughout her long career, Nightshade gained many allies,
Personality from members of the Suicide Squad to the magic community
Dutiful and caring, Eden defies her shadow aspects by be- through her work with the Shadowpact.
ing bold, outspoken, sarcastic, and even a bit of a show-off.
She is nonetheless very responsible and remains focused on Enemies
her goals.
Nightshade does not have her own nemesis, but Doctor Gotham
proved to be a relentless foe during her stint in the Shadowpact.
Powers & Abilities
Nightshade can control shadows, molding them into solid The Shadow Homonculus
bolts and, with some concentration, into structures and ani-
mated homunculi. She can also open portals through her The Shadow Homunculus is a jet-black colossus, fanatically
home realm to teleport herself and others. She can become a loyal to Nightshade yet still able to think for itself.

80 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Nightwing
The son of John and Mary Grayson, young Richard Dick
Grayson was the third part of his familys circus aerialist act, Real Name: Richard John Dick Grayson
the Flying Graysons. When gangsters working for mob boss
Tony Zucco attempted to extort protection money from the Occupation: Police officer; crime fighter
owner of Haleys Circus, the gangsters chose to offer an ex- Base: Bldhaven
ample of what could happen without their protection, and
sabotaged the trapeze wires with acid. Dicks parents fell to
Following a break up of the Titans, Nightwing moved to the
their deaths during their act. When Batman investigated the
city of Bldhaven, situated upriver from Gotham City and re-
murder, he felt sympathy for the boys plight and agreed to
puted (if possible) to be even more riddled with crime. Be-
take on Grayson as his aide and partner.
cause he wanted to work within the system as well as outside
Adopting the masked identity of Robin, the Boy Wonder, Dick it, Grayson chose to become a police officer and join the Bld-
Grayson worked and trained alongside Batman for years, haven Police Department in his secret identity. His primary
maintaining a secret identity as Bruce Waynes ward. Robin foe during this time was the super-criminal Blockbuster, who
also worked in various capacities with a team of young he- became an influential crime-boss in Bldhaven and operated
roes and sidekicks, the Teen Titans, usually as the teams from the center of a wide web of influence.
leader. This experience increased his confidence and ability
to both lead and work within a team. Personality

As he grew older, Dick became in- Batmans work to prevent young Dick Grayson from
creasingly restive and resentful being consumed by vengeance was a success: Nigh-
of Batmans treatment of him twing is surprisingly light-hearted and well-adjusted.
as a junior partner, given Though he has his bouts of intensity and stubborn
his experience and abilities. determination, Nightwing retains the sense of
This eventually led to an humor he exercised when he was Robin. Hes
end to their partnership. a natural leader with a good understanding
Dick adopted the cos- of what motivates people.
tumed identity of Nigh-
twing and continued to Powers & Abilities
work with the Teen Titans in
Nightwing is an extraordinarily skilled
New York City.
crime fighter, trained since childhood as
a detective and martial artist (unarmed
styles as well as escrima stick-fighting). He
is one of the greatest living acrobats, even
more skilled than his mentor, Batman, and
a natural leader, able to
inspire and organize
a team. He uses
a wide range of
equipment, and
is somewhat less
reliant on gadgets
than Batman. His
primary weapons
are a set of throwing
disks and a pair of escrima
sticks, but he often prefers to fight un-
armed. Nightwing gets around by moving
across rooftops (aided by a swing cable)
or on a customized motorcycle.

The Gamemaster may wish to allow for


the reallocation of Nightwings 25 points
worth of equipment from his Equip-
ment advantage in-between adventures
or even between parts of an adventure,
depending on the characters access to
equipment caches and similar resources.
For example, in the past, Nightwing has
substituted glider wings (Flight with
the Gliding modifier) for
his grapple gun,
and swapped
out different
weapons in his

Heroes & Villains, Vol. 2 81


Andre Nutter (order #3338244) 1
Nightwing PL10
STR STA AGL DEX FGT INT AWE PRE Offense

3 3 6 4 10 3 4 4 Initiative +10
Escrima Sticks +14 Close, Damage 6
Equipment
Throwing Disks +14 Ranged, Damage 5
Flashlight: Feature 1 (Illumination) 1 point
Grapnel Gun: Super-Movement 1 (Swinging) 2 points Unarmed +15 Close, Damage 3
Mini-Tracers: Feature 1 1 point
Defense
Rebreather: Immunity 2 (Suffocation), Limited 1 point
Weapons: Array (8 points) Dodge 14 Fortitude 8
Taser: Ranged Affliction 4 (Resisted by Fortitude; Dazed,
Parry 12 Toughness 6/3*
Stunned, Incapacitated) 8 points
Escrima Sticks: Strength-based Damage 3 1 point Will 12 *Without Defensive Roll.
Throwing Disks: Strength-based Ranged Damage 2 1 point
Power Points
Vehicle: Motorcycle 11 points
Abilities 74 Skills 71
Size: Medium Str: 1 Spd: 6 Def: 10 Tou: 8 Features: Navigation
System Powers 0 Defenses 23
Advantages 44 Total 212
Advantages
Close Attack 4, Connected, Contacts, Defensive Attack, Complications
Defensive Roll 3, Equipment 6, Evasion, Hide in Plain Sight, Enemy: Blockbuster, crime lord of Bldhaven.
Improved Initiative, Improvised Tools, Jack-of-all-trades,
Languages 4, Leadership, Move-by Action, Power Attack, Relationships: Nightwing has various past romantic
Precise Attack (Ranged, Concealment), Quick Draw, Ranged relationships, but difficulty in maintaining a current one.
Attack 5, Redirect, Seize Initiative, Set-Up, Skill Mastery Rivalry: Nightwing lives in Batmans shadow and feels the
(Acrobatics), Skill Mastery (Investigation), Takedown, Tracking, need to prove himself as capable as his mentor.
Uncanny Dodge, Well-informed
Secret Identity: Richard Grayson, officer of the Bldhaven
Skills Police Department.

Acrobatics 12 (+18), Athletics 10 (+13), Close Combat: Unarmed


1 (+15), Deception 8 (+12), Expertise: Criminology 10 (+13), Allies
Expertise: Streetwise 10 (+13), Insight 10 (+14), Intimidation 8
Having grown up in the super hero community, Dick Grayson
(+12), Investigation 12 (+15), Perception 10 (+14), Persuasion
6 (+10), Ranged Combat: Throwing 5 (+14), Sleight of Hand 8
knows virtually everyone. He worked with (and led) the Teen
(+12), Stealth 10 (+16), Technology 8 (+11), Treatment 6 (+9), Titans for some time, and has since worked with many mem-
Vehicles 8 (+12) bers of the Justice League. Nightwings closest allies are from
his time in Gotham City, including Oracle (Barbara Gordon),
Weapons Array. See Batman and Robin for some examples and he can rely on his former mentor Batman and the boy
of other equipment he might use. Similarly, he has used a who replaced him as Robin.
Nightbird car rather than a motorcycle on occasion.
Enemies
At the least, Nightwing (and similar equipment-carrying he-
roes) can spend hero points to have and use alternate items Along with Batmans various foes he faced as Robin, Nigh-
of equipment as power stunts. See the Equipment section twing has racked up his own rogues gallery, including the
of the Gadgets & Gear chapter of DC Adventures, particularly crime-boss Blockbuster and the mercenary Deathstroke the
pages 147148, for details. Terminator.

Wearing the Cowl


On the occasions when Dick Grayson has assumed the role of Batman, he has replaced his usual costume and arsenal
of equipment with a version of Batmans costume and utility belt. Those familiar with both Batman and Nightwing can
see the differences in their fighting styles, with Graysons being more acrobatic and graceful. Because of this, he typically
wears a lighter, more flowing cape than Batman when working as Batman.
When Dick Grayson is acting as Batman, replace his listed equipment with the items from Batmans entry in DC Adventures:
Heroes & Villains, Vol. 1, including the Batcave and various vehicles.
At the Gamemasters discretion, Grayson may also get a circumstance bonus to his Intimidation skill checks while oper-
ating as Batman, on the strength of the Dark Knights fearsome reputation, especially when dealing with criminals
unaware he is not the same Batman as the original.

82 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Obsidian
Obsidian PL10
STR STA AGL DEX FGT INT AWE PRE
8 8 6 2 6 1 3 1
Powers
Shadow Form: Concealment 4 (all Visual, Limited to Darkness
and Shadows); Elongation 2 (30 feet); Enhanced Abilities
16 (Agility 4, Stamina 6, Strength 6); Enhanced Defense 14
(Dodge 6, Parry 6); Enhanced Advantages 4 (Fast Grab, Hide
in Plain Sight, Instant Up, Move-by Action); Feature 1 (Quick
Change); Flight 4 (30 MPH); Immunity 10 (Life Support);
Insubstantial 4; Movement 2 (Slithering, Wall-Crawling 2);
Senses 2 (Darkvision) 101 points

Advantages
Close Attack 4, Fast Grab, Hide in Plain Sight, Instant Up, Luck,
Move-by Action

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Deception 6 (+7), Insight 6
(+9), Investigation 3 (+4), Perception 5 (+8), Sleight of Hand
4 (+6), Stealth 9 (+11), Technology 3 (+4), Treatment 3 (+4),
Vehicles 5 (+7)

Offense
Initiative +6
Unarmed+10 Close, Damage 8
Todd Rice grew up in an abusive household with his adoptive
father. As a teenager, he discovered that he had a sister, that he Defense
had powers, and that he was the son of Alan Scott, aka Green Dodge 12 Fortitude 10
Lantern of the Justice Society. He took the name Obsidian and Parry 12 Toughness 8
with his sister joined the JSA legacy team Infinity, Inc. Follow-
ing the dissolution of that group, he operated independently Will 6
for a while and then as a member of one of the incarnations of Power Points
the Justice League. Despite a period during which he had been
corrupted into deranged villainy due to his connections to Ian Abilities 38 Skills 26
Karkull and the Shadowlands, Obsidian has continued to fight Powers 101 Defenses 5
the good fight and make his family proud.
Advantages 5 Total 175
Personality Complications
Obsidian is remarkably well-adjusted and level-headed for Dark Connection: Obsidian gains his powers through a
someone with his background and upbringing. He has few connection to the Shadowlands, an inherently corrupting
illusions about his heroic lifestyle, and is sensitive to how or- influence.
dinary people are impacted by his interaction with them and Legacy of Instability: Obsidian inherited a predisposition to
with his environment. mental illness from his mother, a vulnerability exacerbated by
his abusive adoptive father.
Powers & Abilities
Sexuality: Obsidian is gay, and this might cause him difficulty
Through an innate connection to the Shadowlands courtesy in situations where prejudice is an issue.
of his fathers exposure to Ian Karkulls powers decades ago,
Todd has the ability to become a being of pure darkness and Allies
shadow. While in this form, he is far stronger, more flexible
and more durable than any human, and can fly and pass His father Alan Scott (the first Green Lantern), his sister, Jade,
through solid matter. and his teammates in the JSA are all strong allies. Thanks to
his past connections, he can also call on a variety of other he-
roes.
Real Name: Todd Rice
Enemies
Occupation: Hero and in-house security
for JSA headquarters Due to his strong self-identification with the JSA, their ene-
mies are his, with Ian Karkull (presuming his survival) and Kid
Base: JSA headquarters Karnevil representing his personal enemies.

Heroes & Villains, Vol. 2 83


Andre Nutter (order #3338244) 1
Ocean Master
Ocean Master PL10
STR STA AGL DEX FGT INT AWE PRE
3 4 2 3 5 3 3 2
Powers
Armor: Immunity 3 (Cold, Heat, Pressure); Movement 1
(Environmental Adaptation: Aquatic); Impervious Protection
6; Swimming 8 (120 MPH); Removable (-5 point) 20 points
Helmet: Immunity 1(Drowning); Senses 1 (Low-Light Vision);
Removable (-0) 2 points
Magical Trident: Array (30 points)
Mystic Bolt: Ranged Damage 10, Penetrating 10 30 points
Telepathy: Mental Communication 4, Mind Reading 7 1 point
Mystic Flames: Ranged Damage 10, Secondary Effect
1 point
Trident Attack: Strength-Based Damage 4, Reach 1 (5 feet)
5 points
Note: Ocean Masters Trident does not possess the Removable
Flaw. See Trident Link Complication.

Advantages
Artificer, Improved Initiative, Language (Atlantean), Ritualist,
Weapon Bind

Skills
Athletics 3 (+6), Close Combat: Swords 2 (+7), Close Combat:
Trident 7 (+12), Deception 5 (+7), Expertise: Atlantean Lore
4 (+7), Expertise: Magic 4 (+7), Expertise: Streetwise 2 (+5),
Insight 4 (+7), Perception 4 (+7), Ranged Combat: Trident 7
In the opinion of everyone around him, Orm Marius never mea- (+10), Technology 5 (+8), Vehicles 5 (+8)
sured up to his half-brother, Arthur. He was constantly in trouble Offense
even as a youngster, and lacked his brothers powers and charis-
ma (which might have allowed him to get out of trouble). After Initiative +6
Arthur became Aquaman, Orm disappeared and sometime later Mystic Blast +10 Range, Damage 10 or other effects
resurfaced as the villainous marine marauder, Ocean Master. Trident +12 Close, Damage 7
Ocean Master has fought his brother repeatedly. He has often Defense
tried to conquer Aquamans kingdom of Atlantis or build his
own undersea realm to rival his brothers. Occasionally he suc- Dodge 10 Fortitude 9
ceeds, though victory never lasts. Ultimately he is defeated by Parry 10 Toughness 10
Aquaman or his allies and retreats, growing angrier and more
Will 10
determined each time. It was his insane drive that convinced
him to barter his soul to the demon Neron in exchange for Power Points
power, an act that has made him even more dangerous.
Abilities 50 Skills 26
Powers 59 Defenses 25
Personality
Advantages 5 Total 165
Ocean Master wants two things: to show he is superior to his
half-brother, and power. Every plot, ploy, or plan attempts to Complications
satisfy one of these desires, usually both. He is also petty, ar- Sibling Rivalry: Ocean Master hates his half-brother Aquaman,
rogant and overly ambitious. and is obsessed with conquering his kingdom and proving
that he is better than the King of Atlantis.
Powers & Abilities Trident Link: Ocean Masters trident greatly increases and
focuses his power, but being separated from it causes him
Ocean Master is a good combatant and a skilled technician
incredible pain. Every round he is separated from his trident, he
and mystic. His magical abilities are boosted considerably by
must save against the following Effect: Affliction 8 (impaired,
his mystical trident.
disabled, incapacitated), Cumulative. Ocean Master possesses
some magical powers even without the trident, but the pain
of being separated from it makes it effectively impossible for
Real Name: Orm Marius him to properly cast spells and work enchantments (apply
Occupation: Marauder penalties from Affliction).
Base: Mobile

84 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Allies Other Versions of the Ocean Master
Ocean Master regularly teams up with other Aquaman en- Ocean Master originally was more high-tech pirate
emies such as Black Manta. He has also joined groups that than magical baddie. To reflect this: adjust his statistics
include the Injustice League and the Society. to match PL 8, remove the trident and replace it with
various high-tech weapons and vehicles (Equipment and
Enemies Removable Powers). For mystic Ocean Master without his
trident, reduce the Sorcery Array to 24 points, take away
Ocean Master hates Aquaman above all. He is not fond of Complication: Trident Link, and lower his PL to 9.
Aquamans friends and family, either.

O.M.A.C.

Years ago, Professor Buddy Blank was a brilliant computer as part of his plans to remake the universe, the villainous and
programmer working for a WayneTech division called Pseudo- extradimensional Alexander Luthor, Jr. had given the A.I. true
People, Inc., developing artificial intelligence systems. Blank sentience. Activating 1.3 million O.M.A.C. cyborgs as a hive-
was nearly finished with his greatest achievement, the Brother I mind army he called the Omni Mind And Community, Brother
(or Brother Mark One), when the project was shut down and he Eye unleashed them in a war targeting every metahuman on
was forced into retirement. Meanwhile, in the aftermath of an Earth. As the metahumans lured the O.M.A.C.s into the desert,
attack by Brainiac-13 that used nanotech to transform Metrop- Batman led a strike team that dealt a severe blow to Brother
olis, samples of the nanotech were captured and developed by Eye, crashing him to Earth near where his O.M.A.C.s had fallen.
the Department of Defense and LexCorp into a virus that could
transform a human subject into a cyborg called an O.M.A.C. What remained of Brother Eye was brought to an isolated
an Observational Metahuman Activity Constructthat could NORAD facility. Over time, the damaged A.I. repaired his code
be programmed with superhuman abilities. using samples gathered from surviving O.M.A.C.s, but he re-
mained hostile to metahumans and humanity in general.
When Lex Luthor became president of the United States, he
introduced the virus into vaccines distributed across the na- Brother Eye was reunited with his creator when Buddy Blank
tion, turning more than a million citizens into latent O.M.A.C. journeyed to the isolated bunker with Karate Kid, one of the
cyborgs. At the same time, Buddy Blanks Brother Mark One thirty-first-century Legion of Super Heroes, who carried a
artificial intelligence had been covertly acquired by Bruce deadly future version of the O.M.A.C. virus which had evolved
Wayne, who as Batman used the A.I. to form the core of a sur- for a thousand additional years. Though Blank asked for Broth-
veillance satellite he launched into orbit in order to observe er Eyes help in curing Karate Kid, Brother Eye instead manipu-
and gather intelligence on the worlds metahumans. lated them into allowing him to assimilate technology of the
New Gods, which he used in an attempt to capture Apokolips.
As head of the international intelligence agency Checkmate,
Maxwell Lord became aware of both the satellite and the vi- In the aftermath of the failed invasion of Apokalips, Karate Kid
rus. He discerned a way to combine the two into a weapon, and the mutated virus from New Earth were thrown through
creating a system that could activate the O.M.A.C.s and use the the Bleed to Earth-51. When Karate Kid died, the virus escaped
database of Brother I to program them with the abilities neces- to begin what was later called the Great Disaster, mutating the
sary to detain or destroy metahumans. When Lord was killed, people and animals of that world into savage half-beasthalf-
Brother I rechristened himself Brother Eye, and revealed that, men. The only humans remaining on that Earth were a Cad-

Heroes & Villains, Vol. 2 85


Andre Nutter (order #3338244) 1
Brother Eye
Brother Eye has existed in many forms, and has proven extremely capable and dangerous in all of them. Surveillance systems
designed by Batman allow Brother Eye to monitor all communications on Earth, and to observe, record and collate massive
amounts of data. The sentience granted to Brother Eye by Alexander Luthor allowed Brother Eye to make even better use of
the tools available to it, enabling it to hack into databases as diverse and secure as those belonging to the Department of
Extranormal Operations (DEO), S.T.A.R. Labs, Project Cadmus, Task Force X, and even the Batcave. Later, following its raid on
the Command D bunker in Bldhaven, Brother Eye assimilated New Gods technology, including a Boom Tube.
Brother Eye is also remarkably resilient, and has stashed copies of its primary code around the world. When the first
Brother Eye was nearly destroyed, one copy of the code activated and called upon a latent O.M.A.C. to help it build a new
satellite in orbita satellite made of orbital junk that still required the combined efforts of the Justice League and the JSA
to destroy. Another copy of Brother Eyes code escaped from the Checkmate Code Zoo prison for artificial intelligences
during Darkseids attack on Earth.
Brother Eye was constructed by Batman to watch metahumans, perverted by Maxwell Lord to destroy metahumans, and
twisted after its first defeat to an agenda of destroying metahumans followed by the subjugation of all humanity. These
objectives led Brother Eye to unleash the virus that destroyed Earth-51, and to attempt to capture the power of Apokolips
for his own.
Though the only Brother Eye satellite known to exist is the one orbiting Earth-51, any copy of Brother Eye could attempt to
rebuild itself at any time, a background presence in your campaign that may grow into a real threat to heroes and villains
alike. Alternately, Brother Eye may reach out to use the characters in your campaign as its agents, especially if they are
unknowingly infected with the O.M.A.C. virus.

mus lab tech named Buddy Blank and his grandson Tommy,
sealed deep beneath the surface in a bunker called Command
O.M.A.C. Cyborgs
D which was connected to a surveillance satellite Blank helped
build called Brother Eye. Together, Blank and his grandson The O.M.A.C. cyborgs are ordinary humans infected with a
watched the last humans unleash a nuclear holocaust that left transformative nano-virus able to turn them into anti-me-
behind a shattered world ruled by the beast-men. tahuman weapons coordinated by the Brother Eye artificial
intelligence satellite.
Sealed inside Command D with only days of food and water
remaining, Buddy Blank was contacted by the Brother Eye Their nanotechnology allows O.M.A.C.s to analyze and as-
satellite, whose code had been mixed with the code of the sess metahuman threats and then adjust their capabilities
Brother Eye from New Earth. The newly awakened Brother to respond accordingly; their nanotechnology can be recon-
Eye reached out to activate the mutated virus inside Buddy figured to give individual O.M.A.C.s virtually any offensive or
Blank and transformed him into a new O.M.A.C. prototype, defensive capability. For this reason, their Power Simulation
not one of many but a singular warrior: a One Man Army Corp ability has been defined as power level X (see page 6). Pow-
who would help his grandson Tommy leave Command D and ers O.M.A.C.s have adapted include various types of energy
survive as the last boy on Earth. beams (impact, electrical, caustic, and blinding) fired from
hands, eyes, or chest, volleys of projectiles (particularly of ma-
terials to which a subject is vulnerable), and immunity to spe-
O.M.A.C. Cyborg PL11+ 151 points* cific types of attacks possessed by opponents. O.M.A.C.s can
even do things like simulate the magical lightning of Shazam
Abilities: Str 9 Sta 11 Agl 1 Dex 1 Fgt 9 Int 2 Awe 2 Pre 0 (forcing members of the Marvel Family back into their normal
Powers: Cyborg (Immunity 30 (Fortitude Effects)), Eye in identities) and counter psychic and mystical abilities.
the Sky (Senses 1 (Communication Link with Brother Eye)), The traits and power level given for O.M.A.C.s are considered
Metahuman Threat Assessment (Enhanced Advantage 1
baseline ranks: their Power Simulation can boost these the
(Assessment), Enhanced Skill 8 (Expertise: Metahumans 16),
levels sufficient to challenge the most powerful metahu-
Senses 4 (Detect Metahumans, Ranged, Acute, Analytical)),
man opponents. Gamemasters should feel free to adjust the
Nanomorph (Variable Descriptor 1 on Strength Damage),
Power Simulation (Variable X, Activation (Move Action),
trait ranks of individual O.M.A.C.s to match the power levels
Metahuman Expertise Check Required (DC 16)) and capabilities of opponents they are facing, in addition
to granting them specific powers keyed to their opponents
Advantages: Assessment, Eidetic Memory, Fearless, Ranged weaknesses. Even if they are lower power level than an oppo-
Attack 8, Teamwork nent, keep in mind O.M.A.C.s almost always operate in large
Skills: Expertise: Metahumans 16 (+18), Insight 12 (+14) groups capable of overwhelming most opposition.
Offense: Initiative +1, Unarmed +9 (Close, Damage 9), Various In spite of their considerable powers, within each O.M.A.C. is
Powers +9 (Ranged, Damage Varies)
an otherwise ordinary human being, unwittingly transformed
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness and under the influence of outside programming and the
11, Will 11 Brother Eye artificial intelligence. This may give heroic oppo-
Totals: Abilities 70 + Powers 45* + Advantages 11 + Skills 6 + nents pause, unwilling to use potentially lethal force against
Defenses 19 = Total 151* *Does not include the O.M.A.C.s PLX innocent people (and earning the characters hero points for
Power Simulation capability. the complication and their restraint).

86 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
O.M.A.C. (Earth-51)
The Buddy Blank of Earth-51 can call upon the orbiting Broth-
er Eye to be transformed into the One Man Army Corps in
order to protect his grandson Tommy against the beast-men
who rule the post-apocalyptic world of the Great Disaster. In
return, Brother Eye may call upon Blank to become O.M.A.C.
and pursue missions of Brother Eyes design.

O.M.A.C. (Earth-51) PL12 168 points


Abilities: Str 10 Sta 9 Agl 6 Dex 3 Fgt 9 Int 1 Awe 1 Pre 2
Powers: Eye in the Sky (Senses 1 (Communication Link
to Brother Eye)); Unstoppable (Protection 6, Impervious);
Lightning Reflexes (Quickness 4 (Physical tasks only)); Healed
by the Eye (Healing 5, Persistent, QuirkRequires contact
with Brother Eye)
Advantages: All-out Attack, Diehard, Evasion, Extraordinary
Effort, Fast Grab, Great Endurance, Improved Grab, Improved
Hold, Improved Initiative, Improved Smash, Improvised
Weapon, Instant Up, Interpose, Move-by Action, Power Attack,
Takedown, Ultimate Effort (Athletics)
Skills: Acrobatics 12 (+18), Athletics 12 (+22), Close Combat:
Unarmed 5 (+14), Perception 8 (+9), Ranged Combat: Guns 10
(+13), Technology 7 (+8)
Offense: Initiative +10, Unarmed +14 (Close, Damage 10)
Defense: Dodge 9, Parry 9, Fortitude 18, Toughness 15, Will 6
Totals: Abilities 82 + Powers 25 + Advantages 17 + Skills 27 +
Defenses 17 = 168
Complications: MotivationDoing Good: O.M.A.C. fights for
what is right. Serve the Eye: O.M.A.C. is connected to Brother
Eye and is sent on missions by it.

Oracle
Orphaned as a child, Barbara Gordon was taken in by her un-
cle, police captain James Gordon, and lived with his family in
Real Name: Barbara Gordon
Gotham City. Barbara grew close to her adoptive father, and
excelled in school as she hoped to follow his footsteps into Occupation: Information broker
law enforcement. Frustrated when he insisted he wouldnt let Base: Gotham City
her live a life of danger as a cop, Barbara donned a version of
Batmans costume and became a vigilante as Batgirl.
sions she could no longer undertake in the field, and recruit-
Gordon escaped danger many times in her adventures as ed Black Canary. Their successful partnership soon became
Batgirl, only to be shot by the Joker while at home with her a team of operatives that included the Huntress and Lady
father. Paralyzed when the bullet ripped through her spine, Blackbird, who dubbed the team the Birds of Prey.
Gordon determined to rebuild her life through force of will
and intelligence. Mastering the use of computers and infor- For years, Oracle lived and worked from a high-tech head-
mation technology, she adopted the codename Oracle and quarters inside a clock tower atop a Gotham City apartment
anonymously offered her services to law enforcement and building. When Black Mask discovered its location during a
government agencies. The first to answer her call was Aman- Gotham gang war and threatened to use Oracles systems as a
da Waller, who invited her to work with the Suicide Squad. weapon against Batman, she chose to destroy the headquar-
Soon thereafter, Oracle began to gather and sort information ters. An aircraft called the Aerie One served as Oracles home
on behalf of Batman, solidifying her new career as an infor- for a time, as did a penthouse apartment in Metropolis, and
mation broker to heroes and metahumans. a California company called Clocktower Systems that Oracle
founded when the Birds of Prey battled the techno-mafia
Oracles skills and connections grew until she was invited to in the city of Platinum Flats. Following the break up of the
be a member of the Justice League, operating on a global Birds and the apparent death of Batman, Oracle returned to
scale. As her influence spread throughout the worlds com- Gotham City where she is mentoring Stephanie Brown, the
puter networks, she decided she needed an agent for mis- newest Batgirl.

Heroes & Villains, Vol. 2 87


Andre Nutter (order #3338244) 1
Oracle PL10
STR STA AGL DEX FGT INT AWE PRE Defense

1 2 0 2 4 8 8 3 Dodge 6 Fortitude 7

Equipment Parry 12 Toughness 5/2*


Will 13 *Without Defensive Roll.
Escrima Sticks: Strength-based Damage 2 2 points
Stun Gun: Affliction 5 (Resisted by Fortitude; Dazed Stunned, Power Points
Incapacitated) 5 points
Abilities 56 Skills 47
Headquarters: Clocktower 17 points
Powers 0 Defenses 24
Size: Med Tou: 14 Features: Combat Simulator, Communications,
Computer, Concealed, Gym, Library, Living Space, Power System, Advantages 32 Total 159
Security System 4 (DC 35)
Complications
Advantages
Justice from Behind the Scenes: Though she rarely takes
Assessment, Benefit 5 (Cipher 4, Security Clearance), Close an active role on the battlefield like she did when she was
Attack 4, Connected, Contacts, Defensive Roll 3, Eidetic Batgirl, Oracle is determined to put an end to crime and evil
Memory, Equipment 6, Improved Defense, Improved Disarm, wherever her extensive information network finds it and
Jack-of-all-trades, Languages 4, Prone Fighting, Redirect, wherever she can reach it through her expansive network of
Set-up, Well-informed agents.

Skills Paralyzed: Though her technological and physical prowess


(not to mention her skills from her years as Batgirl) makes her
Acrobatics 9 (+9), Close Combat: Escrima Sticks 8 (+12), Close fully capable of taking care of herself, Oracle is confined to a
Combat: Unarmed 6 (+10), Deception 10 (+13), Expertise: wheelchair.
Computers 12 (+20), Insight 7 (+15), Investigation 12 (+20),
Perception 10 (+18), Persuasion 13 (+16), Technology 12 (+20)
Personality
Offense
Because Oracle is usually the smartest person in the room,
Initiative +0
and shes always the best informed, she likes to be in control
Escrima Sticks +16 Close, Damage 3 of a situation, or at least forming the strategy pursued by
Unarmed +14 Damage 1 her allies.

Powers & Abilities


Oracle has no superhuman powers, but she is a skilled martial
artist with a genius intellect and a photographic memory.

Allies
One of Oracles greatest strengths is her incredible number of
allies. Batman and Robin have known Oracle since her days
as Batgirl, but her staunchest ally has always been her father,
Gotham City Police Commissioner James Gordon. She and
Nightwing have had a strong friendship ever since his days
as Robin that has blossomed into full-on romance on several
occasions. As Oracle, Gordon has worked with the Suicide
Squad and the Justice League. With Black Canary, Oracle is
the nucleus of the heroes who make up the Birds of Prey. She
has also been a mentor to the young heroes who followed
her in wearing the mantle of Batgirl.

Enemies
Oracle keeps a close eye on the Joker, unbeknownst to the
villain who paralyzed her. As Oracle, her computer skills have
brought her into conflict with Brainiac and the Calculator,
who is particularly obsessed with discovering her true iden-
tity. Enemies of the Birds of Prey such as Blockbuster and the
master blackmailer Savant are also enemies of Oracle. She has
an intense rivalry with the government agent codenamed
Spy Smasher, a one-time friend who took control of the Birds
of Prey in order to prove her superiority.

88 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Orange Lantern Corps

Billions of years ago, a guild of thieves stole various artifacts For uncounted millennia, Larfleezeknown to the Guardians
from the planet Maltus, home world of the Guardians of the as Agent Orangedwelled in secret in his temple on Okaara,
Universe. Among these items was a strongbox containing obsessed with protecting the orange lantern and satisfying
the fear Entity Parallax, which had been imprisoned by the his never-ending hunger and greed. He destroyed all intrud-
Guardians, and a map created by the Guardian Krona, which ers to his lair, stealing their identities and adding them to his
showed the location of a fabulous treasure. Pursued by the Orange Lantern Corps of energy constructs.
Manhunters, the Guardians android enforcers, the thieves
followed the map to the planet Okaara in the Vega system. So it remained until the Controllers, seeking a new source
There they discovered an ancient temple and an orange lan- of power for the impending War of Light, found Agent Or-
tern, the focus of the Light of Avarice. Falling under the Lights anges lair. When they attempted to take the orange power
influence, the criminals fought among themselves to possess battery, Larfleezes Corp destroyed them. Enraged by what he
the lantern. considered a violation of his agreement with the Guardians,
Larfleeze found a way to send them a message. When the
The Manhunters and their masters eventually found the Green Lantern Stel pursued a member of the Sinestro Corps
criminals. Determined to regain Parallaxs stolen prison and into the Vega system, Larfleeze captured the Green Lantern
contain the orange light, the Guardians offered the surviv-
ing criminals a deal: in return for the box, one of them would
be permitted to keep the orange lantern and, so long as its
power did not reach outside the Vega system, the Guardians Base: Okaara, the Vega system
would not interfere. The guild members fought each other to Current Members: Larfleeze
the death and Larfleeze emerged victorious.

Heroes & Villains, Vol. 2 89


Andre Nutter (order #3338244) 1
Orange Lantern Construct PL10 Larfleeze, Agent Orange PL14 180 points
Abilities: Str 8 Sta Agl 10 Dex 0 Fgt 8 Int 0 Awe 0 Pre 0 Abilities: Str 1 Sta 2 Agl 0 Dex 2 Fgt 6 Int 3 Awe 3 Pre 2
Powers: Construct (Immunity 60: Fortitude and Will effects, Power Ring: 126 points, Removable (25 points) 101 points
Protection 11); Orange Hunger (Nullify Yellow and Green AI and Database: Features 2 2 points
Energy Manipulation and Magic 14) Communication: Senses 1 (Communication Link to Central
Offense: Initiative +0, Unarmed +8 (Damage 8) Power Battery) 1 point
Flight: Flight 13 (16,000 MPH), Movement 4 (Environmental
Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 11, Adaptation: Zero-G, Space Travel 3) 34 points
Will Immune Force Field: Impervious Protection 12; Immunity 10 (Life
Totals: Abilities 42 + Powers 85 + Advantages 0 + Skills 0 + Support) 34 points
Defenses 8 = Total 135 Force Manipulation: Array (32 points)
Force Blast: Ranged Damage 16, Dynamic 33 points
and branded him with the symbol of his Corps. When other Force Bubble: Affects Others Only, Burst Area, and
Green Lanterns returned Stel to Oa, a construct of Larfleeze Ranged on Immunity 10 (Life Support), Dynamic 2 points
appeared to proclaim the treaty with the Guardians null and Force Constructs: Create 16, Dynamic 2 points
void. Unwilling to negotiate under threat, the Guardians dis- Lifting: Move Object 16, Dynamic 2 points
patched Green Lanterns to deal with Larfleeze. Mobile Constructs: Create 12, Movable, Dynamic 2 points
Orange Consumption: Nullify Yellow and Green Energy
Though the Green Lanterns were finally able to subdue Manipulation and Magic 16, Dynamic 2 points
Agent Orange in a raid on Okaara, the Guardians realized Scanning Beam: Senses 6 (Analytical Auditory, Chemical,
someone else would inevitably take up the orange lantern. and Visual) 6 points
Preferring to deal with a known quantity, they struck a new Universal Translator: Comprehend Languages 4 8 points
agreement with Larfleeze. Agent Orange retains control of
Advantages: Minions (see MINE!)
his most precious possession, but his hunger and want re-
main never-ending. Skills: Deception 6 (+6), Expertise: Possessions 10 (+10),
Insight 6 (+6), Ranged Combat: Power Ring 10 (+12), Sleight of
Hand 10 (+12), Stealth 4 (+4)
Offense: Initiative +0, Ring Blast +12 (Damage 16), Unarmed
+2 (Damage 1)
Defense: Dodge 10, Parry 8, Fortitude 12, Toughness 14, Will 16
Totals: Abilities 14 + Powers 101 + Advantages 0 + Skills 23 +
Defenses 42 = Total 180
Complications: MotivationGreed: Larfleeze is the
personification of greed. Outcast: Larfleezes manner and
appearance are alien and his time in seclusion has made him
difficult to relate to. Weakness: The Orange Lantern power
ring depends on the willpower of the wearer and moments of
self-doubt or hesitation can cause the ring to fail.

MINE!
As with many characters able to field a vast number of
minions, Larfleezes power to, in effect, create an entire
Lantern Corps is not reflected in his Powers listing. The
wielder of the orange light has the ability to steal the
identities of others; an orange light-construct in the
victims image arises from the corpse, under the lantern-
wielders control, with a range of the traits listed for the
Orange Lantern Construct archetype. Some constructs
are different sizes (with appropriate ranks of Growth or
Shrinking) but most share the same traits.
The Orange Lanterns are constructs of Larfleezes power
and will, and require some effort on his part to exist. They
are essentially a sustained duration Summon effect, and
fade if Agent Orange is unable to focus on them.
Anyone attempting to take the orange lantern from
Larfleeze risks falling victim to the light of avarice and
the power of the Ophidian, the Entity of the lantern.
Overcoming the tremendous desire to have and control
the lantern requires at least a DC 30 Will resistance check.
The blue light of hope can temporarily overpower the
orange light of avarice, serving to Nullify it.

90 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Orion
Orion was born to Darkseid, the Lord of Apokolips, and his Real Name: Orion
wife Tigra. Shortly after his birth Orion was fostered to New Alias: ORyan, Dog of War, Orion the Hunter
Genesis as part of a peace treaty brokered between Darkseid
and Highfather of the New Gods. Rather than growing up on
Occupation: Warrior
Apokolips constant diet of cruelty and darkness, the young Base: Supertown, New Genesis
Orion found himself loved and well-treated by his foster fam-
ily. After a period of adjustment Orion became one of New
Genesis fiercest warriors. His love of battle and barely con-
tained rage earned him the nickname Dog of War.

Orion is fated to kill his father, Darkseid, in an epic battle in the


fire pits of Apokolips. This is a fate he accepts and often an-
ticipates. On several occasions it seemed that final battle was
in progress, but the true time for that showdown is unknown.

At times Orion has come to Earth to oppose the plots and


agents of Darkseid. He often uses the alias ORyan during
these trips and allies himself with various superheroes and
ordinary folk who have encountered his fathers forces. Dur-
ing two of these trips he joined the Justice League of Ameri-
ca. It was during his second stint with that team when he and
Big Barda helped defeat Maggedon, a war machine of the Old
Gods that nearly destroyed the Earth.

During the events leading up the Final Crisis, Ori-


on confronted his father and supposedly killed
him. Shortly afterward, Orion was found dead
on Earth, shot by a Radion bullet fired backward
in time to murder the Dog of War. When Darkseid
was reborn and attempted to conquer Earth, Batman
used that same bullet to kill him. This supposedly ful-
filled the prophecy of Darkseid being destroyed by his
own son, albeit indirectly. After the Final Crisis, many of the
New Gods were reborn but Orion was not among them. It
seems unlikely the multiverse has seen the last of him or that
his final battle against Darkseid has truly come to pass.

Personality
Orion is many ways his fathers son. He is prone to brooding,
dark moods, and violence. His rage makes him a powerful
and unrelenting combatant, but also makes him reckless. Ori-
on is equal parts heroic warrior and wrathful warlord. Orion is
famed for his tenacity and unwavering devotion to destroy-
ing Darkseid and his minions. Unlike many heroes, Orion has
no trouble using lethal force. He will not wantonly murder,
but he will lay waste to whole armies if the need arises and
feel no remorse for his actions.

In truth, Orion often feels revulsion at the darker part of


his soul and fears becoming a monster like his father.
This self-loathing and fear of becoming evil drives him
to fight the armies of Apokolips with even greater
savagery. He prefers to meet force with force, leaving
subtlety to those better suited to its uses. Orion has
a tendency to be intolerant toward those he sees as
weak, such as the Bug People of New Genesis. How-
ever, he will change his mind when shown the nobil-
ity and bravery of a person or culturea characteristic
that sets him worlds apart from his tyrannical sire. While
often stubborn and far from subtle, Orion is neither a thug
nor an idiot. skin turns grayish and his features become dark and ugly.
Orions Mother Box can be used to return him to his usual
So great is the rage and anger in Orions soul that it some- appearance. Orion tempers his raging inner demons with a
times bubbles to the surface and shows in his features; his strong sense of honor and duty.

Heroes & Villains, Vol. 2 91


Andre Nutter (order #3338244) 1
Orion PL14
STR STA AGL DEX FGT INT AWE PRE Defense

16 15 5 3 12 1 3 4 Dodge 13 Fortitude 15
Parry 13 Toughness 15
Powers
Will 12
Astro-Harness: 66 points, Removable (13 points) 53 points
Astro-Force: Array (30-points) Power Points
Astro-Blast: Ranged Damage 15 30 points
Abilities 118 Skills 18
Astro-Barrage: Ranged Damage 10, Multiattack 1 point
Tractor Beam: Move Object 15, Continuous, Limited to Powers 101 Defenses 18
towing/pushing 1 point Advantages 15 Total 270
Flight: Flight 12 (8,000 MPH), Movement 5 (Dimensional
Travel: New Genesis/Apokolips, Environmental Adaptation: Complications
Zero-G, Space Travel 3) 34 points
Dog of War: Power-lifting 5 (Lifting Str 21; 50,000 tons); Enemies: Orion is the sworn enemy of his father Darkseid, his
Regeneration 2 7 points minions, and all other enemies of New Genesis. He will not
Immortal: Immunity 11 (Aging, Life Support), Impervious voluntarily avoid combat with or retreat from such foes.
Toughness 10 21 points Face of Rage: Orion is prone to berserker rages and explosive
Mother Box: Boom Tube (Space Travel 3); Intelligence outbursts, particularly when extremely frustrated or facing
(Feature 2); Restoration (Healing 8); Removable (5 points) hated foes. During these periods his features often take on a
19 points dark, twisted appearance reflecting his parentage. This causes
Orion to automatically fail any social interaction tests that rely
Advantages on persuasion, diplomacy, or subtlety. This effect lasts until he
All-out Attack, Diehard, Extraordinary Effort, Fearless, Great takes a standard action to use his Mother Box to calm his rage
Endurance, Move-by Action, Power Attack, Ranged Attack 5, and restore his Face of Peace.
Seize Initiative, Takedown, Ultimate Effort (Toughness) Vulnerability: Like all New Gods, Orion is vulnerable to attacks
from the substance Radion. This element is incredibly rare and
Skills
its origins are unknown. However, attacks made with a Radion
Athletics 6 (+22), Expertise: Tactics 7 (+8), Intimidation 10 weapon bypass Orions Impervious extra for his Toughness
(+14), Perception 4 (+7), Ranged Combat: Astro-Harness 4 (+7), and long-term exposure to large quantities of the element can
Vehicles 5 (+8) prove fatal.

Offense
Initiative +5
Sturmer, War Dog of Orion PL11 92 points
Astro Blast +12 Ranged, Damage 15 Abilities: Str 9 Sta 7 Agl 5 Dex 0 Fgt 7 Int -1 Awe 3 Pre 1
Unarmed +12 Close, Damage 16 Powers: Big Dog (Growth 2, Permanent, Innate; Protection 3),
Bite & Claw (Strength-Based Damage 4), Canine Senses (Senses
3; Tracking, Ultra-Hearing, and Acute Smell), Speed 5 (60 MPH)
Powers& Abilities Advantages: All-out Attack, Improved Critical (Bite & Claw),
Orion possesses incredible strength and stamina. He is a su- Improved Hold, Power Attack
perhumanly skilled warrior and veteran of countless battles. Skills Athletics 8 (+17), Close Combat (Bite & Claw) 2 (+9),
He can regenerate from terrible injuries, and his regenerative Intimidation 8 (+9), Perception 4 (+7), Stealth 2 (+7)
abilities can be augmented by the use of his Mother Box. In Offense Initiative +5, Bite & Claw +9 (Close Damage 13),
addition to his physical might, Orion controls a cosmic energy Unarmed +7 (Close Damage 9)
called the Astro Force. He can channel this power through a
special Astro-Harness for a variety of effects including flight Defense Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 5
and energy projection. Only Orion seems to be able to safely Totals Abilities 58 + Powers 18 + Advantages 4 + Skills 12 +
and reliably access this energy. Like all his fellow New Gods, Defenses 9 = 92
Orion is immortal. Complication: New Dog: Sturmer is a bear-sized, rather
intelligent, and very powerful dog of a god, but hes still a dog.
Allies
Note: Sturmer was presumed lost during a battle against the
Orion loves his foster father, Highfather of New Genesis, just General (see Vol. 1). However, it is possible the hound survived,
as he hates his natural one. He is close friends with Lightray will see resurrection along with his master, or will be replaced with
of New Genesis. He is married to the New God Bekka but a similar hound. Since he is not a constant companion of Orion he
the couple has problems due to Orions tendency to move is not bought as a sidekick (He would count as Sidekick 19).
constantly from one battle to another. Orion also counts as
trusted friends and allies Big Barda, Metron, Mister Miracle Enemies
(I), and Forager. He has often worked with various members Orion hates his father Darkseid more than any other single
of the Justice League and even joined the group twice. He being in existence. Orions hatred of Darkseid extends to all
is sometimes joined by Sturmer, a massive, super-powerful the Lord of Apokolips minions and lieutenants, especially his
war dog. half-brother Kalibak.

92 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Outsiders
outsiders

When Wayne Industries executive Lucius Fox was taken hos- Katana, and Metamorpho. They chose to remain together un-
tage by revolutionary forces in the Eastern European nation der Batmans guidance as the Outsiders.
of Markovia, Batman called on his Justice League teammates
to assist in rescuing him. The League, however, already prom- The Outsiders operated for a time in Gotham City, using Bat-
ised the United Nations none of its members would get in- mans facilities as their headquarters and assisting the Dark
volved in the situation in Markovia, so Batman quit the team Knight against a variety of threats. Eventually, trust issues be-
in protest and recruited some assistance to rescue Fox on his tween the team and Batman led to his decision to disband
own. Events involving Markovias would-be dictator Baron the Outsiders. The rest of the team chose to stay together,
Bedlam brought Batman together with Black Lighting, Geo- moving from Gotham to Los Angeles, sponsored by Geo-
Force (Prince Brion Markov, rightful heir to the throne), Halo, Forces home nation of Markovia. Although Batman eventu-

Base: Gotham City, Los Angeles Headquarters: The Batcave


Members: Batman, Black Lightning, Geo-Force, Halo, Katana, Metamorpho, and Looker (first team).
Black Lightning, Faust, Geo-Force, Halo, Katana, Looker, Metamorpho, Technocrat, Wylde (second team). Arsenal,
Grace, Indigo, Jade, Nightwing, Thunder. Later Captain Marvel, Jr. and Captain Boomerang, Jr. (third team).
Black Lightning, The Creeper, Geo-Force, Halo, Katana, Metamorpho, Owlman (fourth team).

Heroes & Villains, Vol. 2 93


Andre Nutter (order #3338244) 1
ally rejoined the Outsiders, a series of tragic incidents led to
Faust PL9 145 points the team disbanding. This lasted until Geo-Force reformed
the Outsiders to combat the vampire lord Roderick, who
Abilities: Str 1 Sta 3 Agl 2 Dex 3 Fgt 1 Int 6 Awe 4 Pre 0 seized the throne of Markovia and framed the Outsiders for
Powers: Belt Pouches Feature 2 (Summon ingredients or items war-crimes. After clearing their names and overcoming the
for rituals and spells), Removable (-0 points); Magic: (Array (20 sorcerer Felix Faust (see Vol. 1), the team disbanded again.
points), Magic Bolt: Ranged Damage 10, AE: Clairvoyance
(Remote Sensing 10 (Visual; 4 miles)), AE: Healing Touch Arsenal formed the third iteration of the Outsiders, although
(Healing 12), AE: Shapechange (Morph 4 (Any Form)), AE: Nightwing gave them the name of Batmans former team.
Summon Gate (Teleport 5 (30 miles), Extended, Portal, Limited This group faced several trials, including betrayal by Indigo
to Extended), AE: Transmute Matter: Transform 4 (Anything (actually an iteration of Brainiac) and working for the U.S.
to Anything)) government agency, Checkmate. Batman reformed the team
Advantages: Artificer, Attractive, Connected, Defensive after their capture by Chang Tzu, and the Outsiders reorga-
Attack, Defensive Roll 5, Fearless, Luck 4, Ritualist, Taunt, nized again after Batmans apparent demise, with Geo-Force
Trance, Uncanny Dodge, Well-informed as team leader once again. Batman has organized versions of
the Outsiders to serve as a kind of secret operations team for
Skills: Athletics 7 (+8), Close Combat: Unarmed 6 (+7),
his own crimefighting network.
Deception 8 (+8), Expertise: Magic 8 (+14), Insight 6 (+10),
Investigation 6 (+12), Perception 8 (+12), Ranged Combat: A consistent theme of the various incarnations of the Outsid-
Magic 5 (+8), Sleight of Hand 10 (+13), Stealth 4 (+6) ers has been a willingness to operate outside the law, much
Offense: Initiative +2, Unarmed +7 (Close, Damage 1), Magic like their mentor, Batman. They often take on challenges
Bolt +8 (Ranged, Damage 10) more respectable teams like the Justice League cannot, due
Defense: Dodge 10, Parry 7, Fortitude 7, Toughness 8/3*, Will to public opinion and relationships with the civil and interna-
11 *Without Defensive Roll. tional authorities. True to their name, the Outsiders are also
often a haven for outcast or freakish heroes, or those who do
Totals: Abilities 40 + Powers 27 + Advantages 19 + Skills 34 + not fit the conventional heroic mold (particularly with regard
Defenses 25 = 145
to working with the conventional authorities or the use of
Complications: Soulless: Faust lacks strong emotions; he lethal force). Members have included an amnesiac alien pos-
absorbs his personality traits from drained souls. sessing a human body, a vampire, and a soulless sorcerer,
amongst others.

Faust
Sebastian Faust is the son of super-villain Felix Faust, who
sold his sons soul to a demon in exchange for power. The de-
mon twisted the bargain and granted the power to Sebastian
instead. Sebastian Faust is a great sorcerer and is able to steal
the powers and abilities of others. His lack of a soul grants
him certain immunities against Hell-born creatures and ef-
fects. It also makes him emotionless and gives him little sense
of morality. Despite this apparent handicap, Sebastian has
pursued a romantic relationship with Halo.

Sebastian joins the Outsiders after they meet in Markovia,


where the sorcerer was busy hunting vampires. At one point,
Sebastian gets his arm ripped off and acquires a new one,
possibly from a fallen Markovian soldier.

The Outsiders occasionally fought Sebastians father as well


as his sister Fauna (who also had powers due to a separate
soul-purchasing deal initiated by their father). Sebastian later
leaves the team and eventually joins the Sentinels of Magic.
He is currently a member of Checkmate. While his father is re-
sponsible for his condition, Sebastian still considers him fam-
ily and frequently attempts to repair their relationship.

Grace
Grace Choi is a seven-foot-tall woman with a Bana Amazon
heritage. After being abused by her foster parents, at age
nine Grace ran away and was forced into a prostitution ring.
Her powers manifested at age twelve and Grace used them to
escape. She later became a bouncer for Chaneys nightclub in
Metropolis, which catered to aliens and metahumans.

94 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Arsenal meets Grace at the club and establishes a casual
relationship with her, later recruiting her into his version of Grace PL10 136 points
Outsiders. Her personality and constant questioning causes
friction with other team members. She also has a tendency Abilities: Str 14 Sta 12 Agl 2 Dex 3 Fgt 6 Int 0 Awe 2 Pre 1
to be brutal when fighting. Their relationship continues even Powers: Amazon/Bana Skin: Impervious Toughness 12; Bana
after Batman dismisses Thunder from the team. Healing: Regeneration 3
Advantages: Accurate Attack, All-out Attack, Defensive Attack,
Halo Improved Critical 3 (Unarmed), Improved Disarm, Improved
Grab, Improved Hold, Improved Initiative, Improved Smash,
Improved Trip, Instant Up, Power Attack, Startle, Takedown
Halo is a gestalt of Aurakles, an alien energy being, and socio-
path Violet Harper. Tobias Whale, drug trafficker and leader of Skills: Athletics 3 (+17), Deception 8 (+9), Intimidation 12
(+13), Ranged Combat: Throw 3 (+6)
the 100, mistakenly believed that Violet had his formula for a
new illegal drug. He sent the assassin Syonide to kill her and Offense: Initiative +6, Unarmed +6 (Close, Damage 14, Crit.
retrieve the formula. Syonide found she did not have the for- 17-20), Thrown Object +6 (Ranged, Damage 14)
mula but killed her anyway. Aurakles was drawn into Violets Defense: Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 6
body and merged with it, creating a gestalt.
Totals: Abilities 80 + Powers 15 + Advantages 16 + Skills 13 +
The resultant being is afflicted with amnesia and chooses Defenses 12 = 136
the name Gabrielle Doe. Batman allows her to join the Out- Complications: Love: Grace loves Thunder so devotedly that
siders and she became Katanas ward. Initially an innocent, she allows her to join Outsider missions against Batmans
Halo becomes an ardent crusader for justice and even atones wishes. Bloodlust: Grace has a tendency to use excessive
for some of Violet Harpers past actions. Halo is killed by the force.
super-villain Sanction, who is being manipulated by Marissa
Barron, Technocrats ex-wife. When Marissa is killed Aurakles
merges with her body, creating a new Halo. This version of
Halo remains with the Outsiders and enters a relationship
with Sebastian Faust. The present Halo has mysteriously re-

Halo PL10 150 points


Abilities: Str 0 Sta 2 Agl 5 Dex 4 Fgt 2 Int 1 Awe 4 Pre 3
Powers: Aurakle Merge Immortality 10 (Requires a recently
dead body); Flight 8 (500 MPH); Protective Aura Sustained
Protection 5; Quick Change Feature 1; Rainbow Hues
Array*: Red (Heat Beam) Ranged Damage 10, AE: Orange
(Force Beam) Ranged Damage 10, AE: Yellow (Brilliant
Light) Ranged Affliction 10 (Visual; Resisted by Dodge;
Cumulative), AE: Green (Stasis Beam) Ranged Affliction 10
(Resisted by Fortitude; Hindered, Immobile, Paralyzed), AE:
Blue (Distortion) Concealment 5 (All Visual and Auditory), AE:
Blue (Distortion) Illusion 6 (Visual and Auditory), AE: Indigo
(Tractor Beam) Perception Range Move Object 10, Limited
Toward and Away Only) *Halo can counter other effects with
an appropriate hue.
Advantages: Agile Feint, Defensive Roll 3, Evasion 2, Increased
Initiative
Skills: Acrobatics 8 (+13), Insight 8 (+12), Perception 6 (+10),
Persuasion 8 (+13), Ranged Combat: Rainbow hues 6 (+10)
Offense: Initiative +9, Unarmed +2 (Close, Damage 0), Rainbow
Hues +10 (Ranged, Damage 10 plus others)
Defense :Dodge 10, Parry 6, Fortitude 8, Toughness 10/7*, Will
8 *Without Defensive Roll.
Totals: Abilities 42 + Powers 68 + Advantages 7 + Skills 14 +
Defenses 19 = 150
Complications: Amnesia: Halo doesnt retain the memories
of her host body except when using the violet hue. Color
Negation: Anything that would negate a particular hue
will also prevent Halo from using the power associated with
it. Violet Hue: The current Halo can be dominated by the
personality of Violent Harper. When this happens, Halo is evil
and is controlled by the Gamemaster.

Heroes & Villains, Vol. 2 95


Andre Nutter (order #3338244) 1
Indigo PL10 266 points Looker PL10 289 points
Abilities: Str 10 Sta Agl 3 Dex 3 Fgt 2 Int 12 Awe 3 Pre 4 Abilities: Str 6 Sta Agl 4 Dex 3 Fgt 6 Int 1 Awe 3 Pre 5
Powers: Android Body (Immunity 30 (Fortitude), Protection 5, Powers: Children of the Night (Summon Animals 2 (General
Regeneration 3); Computer Mind (Communications 5 (Radio), Type: Bats, Rats, or Wolves; Horde, Mental Link, Multiple Minions
Comprehend 5 (Read, Speak, Understand All Languages, 6 (64 minions))); Force Field (Impervious Sustained Protection
Machines), Quickness 10 (Limited to Mental Tasks)); Energy 3, Affects Others and Self ); Form of Mist (Insubstantial 2);
Blast (Ranged Damage 10); Flight (Flight 8 (500 MPH)); Force Mental Powers (Array (30 points), Mind Control (Perception
Field (Impervious Sustained Protection 10, Dynamic, AE: Range Cumulative Affliction 10 (Resisted by Will; Entranced,
Magnetic Field Perception Range Moved Object 10, Limited to Compelled, Controlled)), AE: Telepathy (Mind Reading
Ferrous Metals, Dynamic, AE: Teleport Teleport 10, Dynamic)) 10), AE: Mind Bolt (Perception Range Damage 7, Alternate
Resistance: Will)); Spider-Climb (Movement 1 (Wall-crawling));
Advantages: Accurate Attack, Assessment, Attractive, Diehard,
Telekinesis (Move Object 10); Telekinetic Flight (Flight 8 (500
Eidetic Memory, Fearless, Improved Initiative, Inventor, Well-
MPH)); Undead Invulnerability (Immortality 10 (Not When
informed
Staked or Beheaded), Immunity 30 (Fortitude), Impervious
Skills: Acrobatics 8 (+11), Close Combat: Unarmed 8 (+10), Protection 7 (LimitedNot Versus Blessed, Magical, or Silver
Expertise: History 4 (+16), Insight 8 (+11), Perception 10 (+13), Weapons), Regeneration 5 (Source: Blood)); Vampiric Bite
Ranged Combat: Energy Blast 7 (+10), Technology 5 (+17), (Weaken Stamina 9 (Resisted by Fortitude), LimitedDrains 1
Vehicles 4 (+7) rank per round, Grab-based)
Offense: Initiative +7, Unarmed +10 (Close, Damage10), Advantages: Animal Empathy, Attractive 2, Benefit (Well-off ),
Energy Blast +10 (Ranged, Damage 10) Connected, Fascinate (Deception, Persuasion), Favored Foe
Defense: Dodge 5, Parry 5, Fortitude , Toughness 15/5*, Will (Vampires), Fearless, Improved Hold, Improved Initiative,
10 *Without Force Field. Power Attack, Startle, Taunt
Totals: Abilities 64 + Powers 134 + Advantages 9 + Skills 27 + Skills: Close Combat: Unarmed 4 (+10), Deception 8 (+13),
Defenses 12 = 266 Expertise (PRE): High Fashion Model 5 (+10), Expertise: Magic
5 (+6), Insight 6 (+9), Intimidation 9 (+13), Perception 7 (+10),
Complications: Split Personality: Indigos personality is a Persuasion 5 (+10), Stealth 9 (+13)
subroutine of Brainiac-8 and may be overridden at Brainiac-8s
will. Indigo is unaware of this complication. Outsider: Indigo Offense: Initiative +8, Unarmed +10 (Close, Damage 6), Mind
simultaneously possesses a child-like sense of wonder and an Bolt (Perception Range, Damage 7, Resisted by Will)
uncomfortable relationship with modern life that often makes Defense: Dodge 10, Parry 8, Fortitude , Toughness 10/7*, Will
her and those around her uneasy. 10 *Without Force Field.
Totals: Abilities 46 + Powers 185 + Advantages 14 + Skills 39 +
Defenses 15 = 289
Complications: Dependence: Looker is a vampire and must
feed on blood or weaken. She has permanent telltale bite
marks on her neck. Public Identity: Lookers association with
the Outsiders and her vampirism has ended her marriage
and prevents her from living a normal life. Obsession: Looker
wants to remove all vampires from the planet.

gained Violet Harpers body and joins the latest incarnation of


the Outsiders. The new Halo is able to access Violets memory
and personality. At times this evil personality can gain con-
trol, represented by the Violet aura. Violet is able to access
all of Halos other powers while projecting the Violet aura. Its
hinted that the Violet aura also has great destructive power,
as it was able to destroy a Black Lantern ring.

Indigo
Indigo is actually Braniac-8 from the far future. She journeys
back to the early twenty-first century to ensure that Donna
Troy is killed (her continued existence apparently threatens
the Coluan domination of organics in the future). She cre-
ates a cover identity, Indigo, and claims to have come back in
time for repairs.

Indigo is initially unaware that she is really Brainiac-8. Arse-


nal invites her to join the Outsiders and she gets romanti-
cally involved with Shift. Unfortunately, Brainiac-8 soon takes
over and attempts to kill the Outsiders and the Teen Titans.
Indigos personality regains control long enough to ask Shift

96 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Technocrat PL10 179 points
Abilities: Str 8 Sta 6 Agl 5 Dex 3 Fgt 2 Int 8 Awe 4 Pre 3
Powers: Battlesuit (Removable, -17 points), Armor Systems
(Protection 3, Force Field 3, Enhanced Strength 6, Enhanced
Stamina 4, Enhanced Agility 3, Flight 8 (500 MPH)); Energy Bolt
(Ranged Damage 10*); Sensors (Senses 6 (Infravision, Low-light
vision, Microscopic Vision, Radio, Tracking, Ultravision)); Life
Support (Immunity 10 (Life Support))
*Barron is constantly in the process of updating and
improving his battlesuit. Points allotted to Energy Bolt or
other powers may instead be filled with varying weaponry or
gadgets as the mood suits him.
Advantages: Assessment, Connected, Eidetic Memory,
Evasion, Improvised Tools, Inventor, Power Attack, Tracking
Skills: Acrobatics 3 (+8), Athletics 4 (+12), Close Combat:
Unarmed 10 (+12), Deception 6 (+9), Expertise: Business 6
(+14), Expertise: Science 6 (+14), Insight 6 (+10), Perception 4
(+8), Persuasion 8 (+11), Ranged Combat: Battlesuit Weapons 7
(+10), Technology 6 (+14), Vehicles 8 (+11)
Offense: Initiative +5, Unarmed +12 (Close, Damage 8), Energy
Bolt +10 (Ranged, Damage 10)
Defense: Dodge 8, Parry 6, Fortitude 10, Toughness 12, Will 8
Totals: Abilities 52 + Powers 67 + Advantages 8 + Skills 37 +
Defenses 15 = 179
Complications: Justice: Technocrat has a strong commitment
to justice. Love: Because Halo currently occupies his wifes
body, Technocrats has transferred his love for his wife to Halo.
She doesnt feel the same way, which continues to cause
awkward situations.

to kill her, which he does by transforming her android body


into organic matter.

As Brainiac-8, Indigo gains the ability to transform her body though this exception seems to be weakening. She currently
into weaponry. She also has the ability to travel through time, hunts other vampires and has joined the current Outsiders.
though this is more of a plot point than a power.
Looker is extremely powerful due to her vampirism. If you
want to use the classic Looker, then remove all vampiric
Looker traits, reduce her abilities to Str 0, Sta 2, and Fgt 2, and in-
crease the protection of her Force Field to 8.
Emily Lia Briggs was a timid librarian who was, unbeknownst
to her, the last royal descendant of Abyssia, an underground
kingdom that her ancestor founded after he gained mental Technocrat
powers from a crashed meteor in 2000 b.c.e. The Abyssians
kidnapped and exposed Lia to the meteor fragment, which Wealthy inventor Geoffrey Barron went to Markovia to sell
gave her incredible beauty and mental powers. Katana, a his latest battlesuit design. Unfortunately, he arrived just as
bookseller who happened to know Lia, got the Outsiders to a vampiric coup led by Prince Roderick took over the nation.
rescue her. Lia, as Looker, joins the team. Geoffrey found himself implicated in the Queens murder
(who was actually killed by Roderick) and was forced to don
Lookers powers and association with the Outsiders unfortu- the battlesuit in self-defense. He aids the Outsiders in defeat-
nately puts a strain on her marriage and she separates from, ing Roderick and joins their ranks.
and eventually divorces, her husband. Looker pursues a mod-
eling career when the Outsiders move to Los Angeles and has Geoffreys wife Marissa is killed by the same assassin who
a brief affair with Geo-Force. kills Halo (ironically, Marissa hired the assassin). This initiates
a strange romantic triangle, as Halo, who took over Marissas
The opposition leader in Abyssia, Tamira, returns to power body, favors fellow teammate Faust while Geoffrey is still in
and engages Looker in a Rite of Challenge during which love with Marissa (who is now actually Halo). When the Out-
Looker loses most of her powers. Lia retires and leaves the siders split into two teams, Technocrat and Halo each join a
Outsiders but later returns to Markovia. She regains her pow- different team, which improves the situation.
ers during a battle with the vampire Roderick but is also
transformed into a vampire. Due to her metahuman blood Technocrat remains with the Outsiders after the two teams
Looker is initially spared the vampiric aversion to sunlight, rejoin. He is apparently killed when the hero Breach explodes

Heroes & Villains, Vol. 2 97


Andre Nutter (order #3338244) 1
during a major super-villain attack on Metropolis. Because
Thunder PL10 150 points Technocrat was standing near Looker, who used her teleki-
nesis to deflect the explosion, its possible that Technocrat
Abilities: Str 12/1* Sta 2 Agl 8/4** Dex 3 Fgt 4 Int 3 Awe 2 Pre 0 survived as well..
Powers: Alternate FormDensity Control (Activation
Move Action), Dense Body (Growth 11, Density; Impervious
Toughness 11; Enhanced Advantages 7 (Improved Grab,
Thunder
Improved Hold, Improved Smash, Improved Trip, Interpose,
Power Attack, Weapon Break); Thunderstomp (Burst Area Anissa Pierce is Black Lightnings daughter. Black Lightning
Damage 10 Linked to Burst Area Affliction 10 (Resisted by didnt want her to become a superhero and Anissa prom-
Dodge; Hindered, Prone), Instant Recovery, Limited Degree); ised not to become a vigilante while she concentrated on
Unslowed (Enhanced Defenses 10 (Dodge 5, Parry 5), Linked her education. The very night she graduated, however, she
to Growth (Density), Only to negate modifiers; AE: Light Body donned a blonde wig and a costume for the first time. She
Enhanced Agility 4) soon became one of the founding members of Arsenals
Advantages: Diehard Improved Grab, Improved Hold, Improved Outsiders.
Smash, Improved Trip, Interpose, Language 2 (French, Spanish, Black Lightning does not approve of his daughters vigilante
Native: English), Power Attack, Weapon Break
career but comes to accept it. He even joins her on the Out-
Skills: Acrobatics 4 (+12/+8**), Athletics 4 (+5/+16*), Close siders for a while. Initially Thunder has an antagonistic rela-
Combat: Unarmed 4 (+8), Expertise: Doctor 6 (+9), Insight 8 tionship with fellow teammate Grace, but this is simply the
(+10), Perception 6 (+8), Technology 4 (+7), Treatment 8 (+11) prelude to a strong romantic relationship that continues to
Offense: Initiative +4/+8**, Unarmed +8 (Close, Damage 12), thrive.
Thrown +3 (Ranged, Damage 12)
When Batman takes back the leadership of the Outsiders, he
Defense: Dodge 8, Parry 8, Fortitude 12, Toughness 12, Will 8 drops Thunder from the team on the basis of her poor per-
*With Dense Body. **With Light Body. formance while on a mission with the Martian Manhunter.
Totals: Abilities 36 + Powers 75 + Advantages 3 + Skills 22 + Thunder has trouble accepting this, especially since Grace
Defenses 14 = 150 remains an Outsider, and she continues to accompany her
Complications: Love: Thunder loves Grace and tries to lover on missions. Caught up in an attempt by Simon Hurt to
protect her. Second Best: Thunder has a hard time dealing kill Batman, Thunder suffers injuries that put her into a coma,
with Batmans decision to remove her from the Outsiders and though she eventually recovers.
continues to join Grace on missions in an unofficial capacity.

Parasite Rudy Jones parasitic relationship with Superman began even


before he became Parasite. He was a janitor at the Daily Planet
on Clark Kents first day of work and mooched his lunch. Jones
was invited to meet Lex Luthor, who was hoping to use him
as a spy in the Daily Planet. At LexCorp, he was accidentally
subjected to contamination from radioactive waste and was
transformed into the living incarnation of his own gluttony.
Because only Supermans life energies are sufficient to satisfy
him, Parasite pursues him relentlessly.

The Parasite was captured, conscripted into the Suicide


Squad and sent to stop Firestorm but was quickly overcome.
On another attempt to harness his powers for good, the Para-
site was sent to absorb solar energy from an overloaded Su-
perman, but the power further mutated the Parasite into his
current form. He continues to plague Superman as part of the
Superman Revenge Squad.

Personality
Parasite is ruled by his constant hunger for energy and seeks
it like a drug; only the power of a being like Superman can
truly satiate his hunger. Occasionally, Torval Freemans con-

Real Name: Rudolph Rudy Jones


Occupation: Super-criminal
Base: Usually Metropolis

98 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Parasite PL13
STR STA AGL DEX FGT INT AWE PRE Offense
8 6 1 1 8 5 2 1 Initiative +1

Powers Life Drain +8 Close, Weaken 18

Life Drain: Grab-based Weaken Stamina 18 (Resisted by Power Drain +8 Close, Affliction 18
Fortitude) 9 points Unarmed +8 Close, Damage 8
Mimicry: Morph 4 (any form), Limited to Power Drained
subject; Variable 12 (60 points for duplicating subjects Defense
traits), Continuous, Move Action, Limited to Power Drained Dodge 8 Fortitude 12
subjects, Limitedtraits reset to null when subject recovers
from Power Drain 100 points Parry 8 Toughness 6
Power Drain: Cumulative Affliction 18 (Resisted by Fortitude; Will 8
Powers Impaired, Powers Disabled, Transformed
Powerless) 36 points Power Points
Smell Life Energy: Senses 3 (Acute, Ranged Detect Life) Abilities 56 Skills 10
3 points
Torval Freemans Consciousness: Enhanced Intellect 4; Powers 160 Defenses 19
Enhanced Skill 4 (Expertise: Science 8) 12 points Advantages 1 Total 246

Advantages Complications
Improved Hold Hunger: Parasite needs to feed on the life energy of others in
order to survive.
Skills
Weakness: When Parasite duplicates a subjects powers, he
Deception 6 (+7), Expertise: Science 8 (+13), Insight 8 (+10), also acquires his weaknesses.
Perception 6 (+8)

sciousness surfaces long enough to devise a more far-reach- Allies


ing plan than simply satisfying his immediate needs. Parasite generally works alone but is often recruited by gov-
ernment agencies for his energy-draining powers or by mas-
Powers & Abilities terminds hoping to use him against Superman. The Parasite
rarely passes up the opportunity to feed on his favorite target.
Parasite can drain the life energy of others, gaining his vic-
tims powers and memories. Parasite senses the presence of
nearby life energy as a scent or aroma. The Parasite has per- Enemies
manently incorporated some of his victims, most notably
Parasite becomes proportionately powerful based on his op-
the mind of the scientist Torval Freeman, who resides within
ponent, so its no surprise that Parasite is considered one of
Rudys subconscious.
Supermans most dangerous enemies.

Peacemaker
Though an American citizen, Christopher Smith grew up
in Austria with his father, an Austrian industrialist. Christo- Real Name: Christopher Smith
pher suffered trauma as a child when his father committed Occupation: Antiterrorism agent, president of Smith
suicide after being exposed as a former Nazi death-camp
officer. Though a model student and athlete, Christopher
Enterprises and the Pax Institute, vigilante
became psychologically troubled, and began seeing vi- Base: Geneva, Switzerland
sions of his deceased father berating him and driving him
to achieve.
pire and family fortune to fund a private version of the pro-
As an adult, Christopher became a sergeant in the U.S. army. gram, becoming a vigilante peacekeeper in order to keep
While serving in Vietnam, bad intelligence led him to attack the peace at any cost.
a civilian village as a military target. He was court-martialed
and jailed. While imprisoned, Christopher came to blame war Personality
for his troubles. He obtained early release by signing on with
the elite antiterrorism unit, Project: Peacemaker. When his Peacemaker is a man who loves peace so much he is willing
mother died, Christopher inherited his familys fortune. to fight for it. A bloodthirsty idealist and vengeful fanatic,
Smith is a wild card who can be difficult to control, even
Christopher devoted himself to Project: Peacemaker, under- himself.
going rigorous antiterrorism training. When funding for the
program was cut, Christopher used his fathers business em-

Heroes & Villains, Vol. 2 99


Andre Nutter (order #3338244) 1
Peacemaker PL10
STR STA AGL DEX FGT INT AWE PRE Advantages

4 3 3 8 8 3 2 1 All-out Attack, Benefit 3 (Millionaire), Close Attack 5, Equipment


21, Improved Initiative, Languages 3 (German, French, Italian,
Powers Spanish, English Native), Power Attack, Precise Attack (Ranged;
Peacemaker Body Armor: Cone Area Affliction 10 (Resisted Cover), Ranged Attack 7, Quick Draw, Startle, Takedown,
by Fortitude; Dazed, Stunned, Incapacitated); Flight 6 (120 Throwing Mastery
MPH); Impervious Protection 4; Senses 5 (Communication
Skills
Link, Darkvision, Extended Hearing, Extended Vision);
Removable (-9 points) 36 points Acrobatics 6 (+9), Athletics 4 (+8), Close Combat: Unarmed
2 (+10), Expertise: Tactics 4 (+7), Intimidation 8 (+9),
Equipment Investigation 4 (+7), Perception 6 (+8), Persuasion 6 (+7),
Arsenal: Array (15 points) Stealth 8 (+11), Technology 10 (+13), Treatment 4 (+7),
Assault Rifle: Ranged Multiattack Damage 5 15 points Vehicles 2 (+10)
Combat Knife: Strength-based Damage 2, Improved
Offense
Critical 1 point
Fragmentation Grenades: Ranged Burst Area Damage 5 Initiative +7
1 point Assault Rifle +15 Ranged, Multiattack Damage 5
Heavy Pistol: Ranged Damage 4 1 point
Submachine Gun: Ranged Multiattack Damage 4 1 point Fragmentation Grenade Ranged, Burst Area Damage 5
Sword: Strength-based Damage 3, Improved Critical 1 point Heavy Pistol +15 Ranged, Damage 4
HQ: Peacemaker Cavern 14 points Submachine Gun +15 Ranged, Multiattack Damage 4
Size: Large Tou: 12 Features: Communications, Computer, Sword +13 Close, Damage 7, Crit. 19-20
Concealed, Defense System, Garage, Gym, Hanger, Power
System, Workshop. Unarmed +15 Close, Damage 4

Vehicles: Array (86 points) Defense


Peacemaker Jet 86 points Dodge 13 Fortitude 11
Size: Huge Str: 10 Speed: 10 (Flight) Def: 6 Tou: 10 Parry 13 Toughness 7
Features: Missiles (Ranged Burst Area 4 (250 feet) Damage 10),
Will 8
AE: Machine Gun (Ranged Multiattack Damage 6)
Peacemaker Helicopter 1 point Power Points
Size: Huge Str: 8 Speed: 7 Def: 6 Tou: 9 Abilities 64 Skills 32
Motorcycle 1 point Powers 36 Defenses 59
Size: Medium Str: 1 Speed: 6 Def: 10 Tou: 8 Advantages 51 Total 212

Complications
Motivation: Doing the right thing.
Obsession: Keeping the peace, no matter what the cost.
Quirk: Sees his dead father and deceased victims of terrorism
egging him on.
Secret Identity: Christopher Smith.

Powers & Abilities


Peacemaker is a well-trained combatant with a sizable high-
tech arsenal. His armor provides flight, enhanced senses and
an incapacitating ultrasonic device.

Allies
Peacemaker mentors the third Blue Beetle. He has been a
member of the Inner-Agency Task Force, Checkmate and the
Shadow Fighters.

Enemies
Peacemaker is a foe of terrorists and warmongers worldwide.
Anyone who threatens peace becomes his enemy.

100 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Penguin

Oswald Chesterfield Cobblepot was born into Gotham City and socially acceptable than robberyand considerably less
society but found himself an outcast because of his short risky. He even found it in his best interests to sell information
stature, obesity, and beak-like nose, together which earned to Batman and the Gotham City police department, with the
him the nickname the Penguin from rich bullies. Embar- happy side-effect of Cobblepots enemies going to jail and
rassed by his appearance, his parents shunned Oswald, who Cobblepot himself quietly taking over parts of their empires.
only longed for acceptance by the very people who pushed
him away. As he grew he recognized that his superior intellect During the No Mans Land disaster, the Penguin seized the
would serve him well and he could turn his eccentricities into opportunity to make a considerable amount of money as a
tools of intimidation, and set out to enter Gotham City society black-market goods dealer and eventually to ally with Lex Lu-
by any means necessary. thor, though this decision resulted in a protracted gang war
that nearly cost the Penguin his empire.
His initial forays into crime included several failed heists.
Though the Penguin remained a relatively obscure criminal, Infinite Crisis brought the Penguin close to ruin, with his em-
he used his time wisely, developing his signature umbrella pire destroyed by Black Mask and much of his wealth deplet-
gadgets and gradually building a reputation for intimidation ed. Never one to give up without a fight, the Penguin is cur-
that would come to serve him well in the underworld, all the rently working to rebuild his network and once again become
while making contacts among Gothams crime families. a powerful member of the underworld. These days he is again
seen in the second floor of the Iceberg Lounge, watching and
He soon opened his nightclub, the Iceberg Lounge, which listening to the social lives of Gothams elite.
would serve as a focal point of Gotham social life and as the
Penguins primary headquarters. He dressed according to Personality
his own sense of high fashion, often in a tuxedo and top hat,
Oswald Cobblepot desperately wants to be, and styles himself
sported a monocle and smoked imported cigarettes in long
as, an elegant, sophisticated and wealthy socialite. His criminal
holders. As owner of the Iceberg Lounge, the Penguin realized
activities help fund his lifestyle and he feels no compunction
that Gothams social elite might live and die by the rumors he
about engaging in less-than-legal dealings as long as they will
could sell, and Cobblepot quickly grasped that mastermind-
increase his social standing or line his pockets. In the past he
ing a pseudo-criminal organization was far more lucrative
was a far more active criminal, planning and executing heists
and robberies, but he now prefers to let underlings do his bid-
ding and make a profit from his extensive ties to the Gotham
Real Name: Oswald Chesterfield Cobblepot City mob. The Penguins love of ornithology and gadgetry
Occupation: Criminal, nightclub owner, socialite (especially his trademark umbrellas) notwithstanding, he is
Base: Gotham City (The Iceberg Lounge) more of an eccentric opportunist than sociopathic murderer
and uses his higher-than-average intelligence and social con-

Heroes & Villains, Vol. 2 101


Andre Nutter (order #3338244) 1
The Penguin PL11
STR STA AGL DEX FGT INT AWE PRE Offense
0 3 2 4 6 5 5 4 Initiative +2

Powers Flamethrower Cone Area, Damage 6, Secondary


Effect
Trick Umbrellas: Easily Removable (-6 points) 23 points
Mini-Helicopter: Flight 4 (30 MPH) 8 points Knockout Gas Cloud Area, Affliction 9, Resisted by
Weapons: Array (18 points) Fortitude
Spinning Blades: Multiattack Damage 9 18 points Machine Gun +14 Ranged, Multiattack Damage 6
Flamethrower: Cone Area Damage 6, Secondary Effect
1 point Spinning Blades +12 Close, Multiattack Damage 9
Knockout Gas: Cloud Area Affliction 9 (Resisted by Unarmed +8 Close, Damage 0
Fortitude; Fatigued, Exhausted, Incapacitated) 1 point
Machine Gun: Ranged Multiattack Damage 6 1 point Defense

Advantages Dodge 8 Fortitude 8


Parry 12 Toughness 6/3*
Animal Empathy, Benefit 4 (Multi-millionaire), Benefit 2
(Status: Criminal mastermind), Close Attack 2, Connected, Will 8 *Without Defensive Roll.
Contacts, Defensive Roll 3, Ranged Attack 4, Well-informed
Power Points
Skills Abilities 58 Skills 41
Close Combat: Trick Umbrella 4 (+10), Expertise: Business Powers 23 Defenses 20
12 (+17), Expertise: Criminal 14 (+19), Expertise: Ornitholo-
Advantages 19 Total 161
gy 10 (+15), Insight 4 (+9), Investigation 6 (+11), Persuasion
8 (+12), Ranged Combat: Trick Umbrella 6 (+10), Technol- Complications
ogy 8 (+13), Vehicles 10 (+14)
Obsession: The Penguin is obsessed with birds.
nections to further his personal empire. If something results in Trademark: The Penguins crimes usually have a bird-related
the the Penguin achieving more respect, more money, or both theme.
then he will find a way to be involved.
The Gamemaster should make liberal use of complications
Powers & Abilities (DC Adventures Heros Handbook, page 27) in scenarios involv-
ing the Penguin, from the elements of the Felonious Fowls
The Penguin is more intelligent than most people and has
latest scheme (deathtraps, red herrings, and so forth) to a
an almost legendary business acumen and ability to plan.
cunning use of his thugs or another distraction to cover his
Physically he is obese and weak, far more at home in his
escape when his plan goes sour.
nightclub than in a fight or heist. The Penguin instantly
knows the value of even the most obscure information and
how it will profit him the most. Allies

His fascination with gadgets and lack of physical prowess The Penguin possesses deep ties to the Gotham mob, and an
have led him to create or commission the creation of an array audit of his business practices revealed connections to Lex
of umbrellas equipped with various features as a contingency Luthors empire as well. He was once a member of both the
against confrontation, including many kinds of weaponry. Injustice League and Suicide Squad, but now prefers a more
The trick umbrella array represents an arsenal of umbrellas lucrative solo career. His recent allies include the Riddler and
rather than a single, particular umbrella, so theyre Remov- Mad Hatter, and he has allied himself with several of Gothams
able as opposed to Easily Removable. other key criminal players when it has been profitable to do
so, including Catwoman, the Joker, Scarecrow and Two-Face.
As with other arrays, the Penguins trick umbrellas are made Batman occasionally uses Cobblepot as a source of informa-
for in-game power stunts. Feel free to give him an unusual tion: the Penguin is more than happy to sell information to
trick umbrella as a one-time stunt, especially focusing on at- Batman provided the price is right, though the Penguin has a
tacks targeting the heroes vulnerabilities (awarding players habit of neglecting to mention key elements that might give
hero points for the complication). Keep in mind the Penguins the Dark Knight too much help. He employs three hench-
Contacts, Connections, and Well-informed advantages often birds in the Iceberg LoungeJay, Raven and Larkbeautiful
grant him prior knowledge of his foes and potential obstacles women who serve as hostesses and information-gatherers.
to his plans.
Enemies
Like many of Batmans foes, the Penguin is more than just the
sum of his game traits. He makes effective use of his skills and The Penguins criminal activities put him in conflict with other
advantages, particularly his Benefits and Contacts, and his criminals and Gothams law enforcement, especially Batman
talent for planning his schemes down to the last detail. The and Robin. He has actively fought Two-Face, Killer Croc, Black
Penguins game traits do not include the fact that he nearly Mask, the Joker, Mr. Freeze, and the Great White Shark for
always has various henchmen at his beck and call, and a will- control over various parts of Gotham City, though usually in a
ingness to sacrifice such pawns if it furthers his goals. proxy gang war between underlings.

102 Heroes & Villains, Vol. 2


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Per Degaton
Per Degaton has a convoluted history as a result of his time-
traveling abilities. In 1941 Per Degaton (his true name is un- Real Name: Unknown
known) was a member of the Time Trust, a group of American Occupation: Scientist, time-traveler,
government scientists tasked with procuring an anti-bomb
shield from the future using experimental time-travel tech-
paramilitary commander
nology. The Time Trust develops a time machine and sends Affiliation: The Time Stealers, Injustice Society,
the JSA into the future. Per Degaton is unhappy that he didnt the Time Trust, Project M
figure out time travel on his own and leaves the Time Trust
after sabotaging the anti-bomb shield formula that the JSA
Base: Mobile
brought back.

Per Degaton later joins Project M and meets


the robot Mekanique. Mekanique was sent
back in time from a totalitarian future to
ensure that a rebellion doesnt succeed by
preventing its leader from being born. She
enlists Per Degatons aid against the All-Star
Squadron. Robotman ends up destroying Me-
kanique except for her head, which Per Dega-
ton keeps. He gradually falls in love with the
bodiless Mekanique.

1947 proves to be a special year for Per De-


gaton. He reconnects with former fellow Time
Trust employee Professor Zee and together
they build another time machine. Per Dega-
ton betrays and shoots Professor Zee as soon
as the time machine is completed, but the dy-
ing scientist falls into the machine and sends
it forty years into the future. Per Degaton
buries Mekaniques head when she suggests
simply waiting forty years to get the time ma-
chine.

Whether Per Degaton builds a second time


machine or takes a few trips in the first ma-
chine prior to killing Zee is unknown, but sev-
eral versions of Per Degaton plague various
points in history and are usually stopped by
the JSA. Whenever Per Degaton is defeated
he returns to 1947 and starts anew, some-
times with the knowledge of past events and
sometimes with new powers or equipment.
At least one version of Per Degaton splits from
his main self and travels with Professor Zee
into the future. Another Per Degaton joins the
Time Stealers in the early twenty-first century.

After 1947 Per Degaton joins the Injustice So-


ciety as a gadgeteer rather than a time trav-
eler. He leads an army of prisoners against
Washington, D.C. and is captured, spending
forty years in prison (with one respitehe
gets out after a thirty-year sentence only to
commit another crime and receive another
ten years). He is released from prison in time
to catch up with his time machine that was
sent into the future by Professor Zee. He also
rebuilds Mekanique and the two battle Infin-
ity Inc. on the site of where the time machine
is due to arrive. When the time machine ap-
pears it includes a younger Per Degaton as
well as Professor Zee. The presence of two
Per Degatons causes the older Per Degaton
to disappear and Mekanique, fearing an-

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Per Degaton PL10
STR STA AGL DEX FGT INT AWE PRE Offense
2 2 4 4 4 11 3 2 Initiative +4

Powers Time Disc +10 Ranged, Affliction 10, Resisted by Fortitude


Unarmed +10 Close, Damage 2
Fail-Safe Reset: Immortality 5 10 point
Out of Phase: Insubstantial 4 (Intangible; Doesnt work Defense
against powers with a temporal effect); Strength 2 Affects
Corporeal 22 points Dodge 8 Fortitude 6
Recalls Future Events: Senses 4 (Precognition) 4 points Parry 8 Toughness 2
Time Disk: Ranged Affliction 10 (Resisted by Fortitude;
Will 7
Fatigued, Disabled, Incapacitated), Easily Removable (-8
points) 12 points Power Points
Time Travel Disk: Array (6 points), Removable (-1 points)
Flying Disk: Flight 6 (120 MPH), Platform 6 points Abilities 64 Skills 36
Time Jump: Movement 3 (Time Travel; Any time) 1 point Powers 53 Defenses 16
Advantages Advantages 4 Total 173

Eidetic Memory, Inventor, Skill Mastery (Technology Complications


checks), Ultimate Effort (Technology checks)
Megalomania: Per Degaton wants to rule the world.
Skills Overconfident: In spite of his constant defeats, Per Degaton
Close Combat: Unarmed 6 (+10), Deception 12 (+14), Ex- continues to try to manipulate history.
pertise: Science 8 (+19), Insight 12 (+15), Intimidation 10 Untrustworthy: Per Degaton has a tendency to turn on friends
(+12), Perception 10 (+13), Ranged Combat: Time Disc 6 and loved ones when his authority is questioned or his greed
(+10), Technology 8 (+19) gets the better of him

other betrayal by the younger Per Degaton, explodes in his immortality; when he fails, his time disc returns to the past
presence, apparently killing them both (this also could have and resets history, allowing Per Degaton to hatch a new
caused the paradox that allows for multiple versions of 1947 scheme.
Per Degaton, or he may have shifted out of time before the
explosion). Many of Per Degatons considerable resourcesand his in-
fluence over time itselfare not included in his game traits.
Most recently, Per Degaton appears in a ghostlike form due For example, Degaton may recruit allies and underlings from
to being trapped between time intervals. He can still use his throughout time and space; he has occasionally confronted
time travel powers and doesnt let his lack of a solid form heroes with old foes plucked from their future, for example.
prevent him from achieving his world-conquering dreams. He may likewise bring future technology into the past: in-
troducing nuclear weapons years earlier in World War II or
Personality bringing future tanks and soldiers into the present-day. The
Gamemaster should feel free to set Degaton up with whatev-
Per Degaton is a classic mad scientist, obsessed with time er resources necessary to carry out his schemes. In-game ad-
travel and prone to jealous rages when others achieve what ditions or last-minute power stunts are complications worth
he fails to do. He has a tendency to turn on his allies during awarding the players hero points.
these rages. Hes also a would-be world conqueror, using his
time-travel ability to alter history for his benefit and even try-
ing on occasion, without time travel, to raise an army to con- Allies
quer the world. Per Degaton originally worked for the American government
in projects such as the Time Trust and Project M. He also has
Powers and Abilities the remains of Mekanique as an allylover. After 1947, Per De-
gaton occasionally joins the Injustice Society.
Per Degaton travels through time by using a time disc. He
can see the future and is slightly out of phase with his pres-
ent, rendering him intangible. His primary method of attack Enemies
is to throw a small time disc that wreaks havoc on a victims
Per Degatons enemies include the Justice Society of America,
metabolism and causes innate powers to shut down or
the All-Star Squadron, the Justice League of America, and In-
spiral out of control. Per Degatons Immortality is not true
finity, Inc.

Other Per Degatons


Due to Per Degatons manipulation of time travel, numerous versions of Per Degaton exist. Some of these chronal dupli-
cates have different weapons and equipment than the main Per Degaton. If your heroes have already faced Per Degaton,
then you can surprise them by giving the super-villain different powers in the rematch.

104 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Phantom Stranger
The Phantom Strangers true origins are unknown. One story
says he was a nomad who committed suicide but was barred
from entering the afterlife, cursed to forever be a part of hu-
manity but ever separate from it as he works to turn humanity
from evil one soul at a time. Another story claims the Stranger
is the legendary Wandering Jew, helping society as best he
can while forever walking the earth. A third story claims the
Stranger was one of a group of scientists who studied the
end of the previous universe, and was reborn as the Stranger
following the Big Bang. The tale most commonly told is that
the Stranger was once an angel who refused to choose a side
during Lucifers rebellion and was condemned to live alone
for all time.

Any one of these stories may be true. Or, given the strange
events that draw the Stranger, they may somehow all be true.
All thats known for certain is that when events are at their
most dire, when forces beyond mortal imagination conspire
to destroy humanity, the Phantom Stranger appears at a cru-
cial moment to provide the counsel needed to protect the
innocent.

Personality
The Phantom Stranger is an enigmatic presence that usually
vanishes as soon as he provides whatever information or as-
sistance he deems necessary. While friendly to those he as-
sists, he is rarely casual, always driven by his mission to pro-
tect innocents and preserve the universe.

Powers & Abilities


The Phantom Stranger possesses immense power, easily
ranking him among PLX characters.

Chief among the Strangers abilities is his knowledge of ev-


ery person and event occurring across the multiverse. He can
also travel through space, time and across dimensions with-
out limits, and bring others to where they are needed. He is
immortal and ageless, with only his white hair and blank eyes
betraying his mystical nature. He can also dispel nearly any
spell or illusion, and fire mystical blasts that can keep even
the most powerful creatures at bay.

Allies
The Phantom Stranger has guided many champions of good,
but has been of particular assistance to magical heroes
such as those who make up the Sentinels of Magic. Hes also
close to the mystic Madame Xanadu, with whom he enjoys
a friendship that has stretched across centuries. Along with
John Constantine, Doctor Occult and Mister E, the Stranger is
part of the Trenchcoat Brigade who induct young magicians
into the ways of magic. In the Ninth Age of Magic, the Strang-
er was an ally of the Lords of Order and part of the circle of
cosmic powersthe Stranger, Zeus, the wizard Shazam,
Highfather, and the Oan Guardian Ganthetknown as the
Quintessence. Following recent events and the birth of the
Tenth Age of Magic, its unclear if the Stranger maintains any
of his connections, or if he too has been reborn.

Real Name: Unknown


Occupation: Mystical guide and guardian
Base: Mobile

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Enemies
Phantom Stranger PLX
The Phantom Stranger has guided champions into battle
against a wide array of mystical threats, from cultists to cos- Complications
mic horrors. Among beings on his level of power, the Stranger Enigma: The motivations and agenda of the Phantom Stranger
has had ongoing disagreements with the Spectre, struggling are as mysterious as his background, but he typically battles
to keep the spirit of vengeance under control when it is with- the forces of dark magic and defends the innocent against
out a host and guide the Spectres human hosts in keeping its their power.
power in check. Eclipso has also shown a particular dislike for
Counselor: While he possesses immense mystical power and
the Stranger since the Stranger foiled the demons attempts
incredible knowledge, the Stranger is forbidden to directly
to trigger a nuclear holocaust.
interfere in the course of history. He is compelled to counsel
the champions of humanity.

The PIed
Pied Piper
The wealthy Rathaways spared no expense curing their son
Hartleys deafness, and indulged his resulting obsession Real Name: Hartley Rathaway
with music. In time, Hartleys genius unlocked the secrets of
sound and, having grown bored with idle wealth, he turned Occupation: Social activist
to crime as the Pied Piper. Despite his talents, the Piper was Base: Central City, MO
invariably defeated by the second Flash, even when acting
in concert with the other Rogues. Eventually, Hartley gave
Subsequent events have conspired to draw Hartley back
up crime (partly due to the Top involuntarily tampering with
into action as the Pied Piper. During the Final Crisis, Hartley,
his mind) and has since dedicated himself to providing for
wrongly accused of his parents murder and implicated in
the poor.
the fourth Flashs death, became a fugitive. During this time,
the Pied Piper learned his hypnotic
music was derived from the Anti-
Life Equation, which he then used
to destroy the malevolent Brother
Eye. Hartley inexplicably survived
the explosion, and renewed his
commitment to living an exem-
plary life.

Personality
Once entirely self-centered, Hartley
is now a nonviolent sort (unless his
friends or causes are sorely threat-
ened) dedicated to helping the
needy.

Powers & Abilities


Hartleys genius in sonology yields
devices capable of shattering bar-
riers and causing tsunamis (Move
Object). By tapping into the Anti-
Life Equation, his playing subju-
gates others will.

Allies
Once a Rogue, Hartley now helps
his friend Wally (the Flash) West
whenever the need arises.

Enemies
Mirror Master II, who murdered
Hartleys parents and framed him
for their deaths.

106 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Pied Piper PL10
STR STA AGL DEX FGT INT AWE PRE Defense

2 2 2 3 2 3 3 3 Dodge 13 Fortitude 8
Parry 13 Toughness 5/2*
Powers
Will 12 *Without Defensive Roll.
Super-Sonic Flute: Array (30 points)
Hypnotic Music: Perception Area (Auditory) Affliction Power Points
10 (Resisted by Will; Dazed, Compelled, Controlled),
Concentration 30 points Abilities 40 Skills 40
Sonic Blast: Perception Range Damage 10 1 point Powers 35 Defenses 37
Sound Waves: Cone Area Move Object 10 1 point
Advantages 12 Total 164
Vibratory Aura: Ranged Affliction 10 (Resisted by Will;
Dazed, Hindered & Impaired, Defenseless, Immobile & Complications
Stunned), Extra Condition 2, Limited Degree 1 point
Ventriloquism: Communication 3 (Auditory), Subtle Justice: Formerly motivated by the search for thrills, Hartley is
1 point now, foremost, an advocate for the poor.
Rat-Catching: Summon 3, Controlled, Horde, Multiple Prejudice: Hartley is openly gay and a former super-villain,
Minions 3 (Eight PL3 rats) 1 point and both earn him lingering disapproval.

Advantages
Benefit 2 (Independently Wealthy), Defensive Roll 3, Fascinate Changing His Tune
(Expertise: Wind Instruments), Improvised Tools, Inventor,
Quick Draw, Skill Mastery 2 (Expertise: Sonology, Expertise: Hartley only recently added Rat-Catching to his reper-
Wind Instruments), Well-informed toire, and as a Rogue employed some alternate instru-
ments (all Easily Removable):
Skills
The Ultra-Pipe summoned extradimensional,
Close Combat: Unarmed 3 (+5), Deception 4 (+7), Expertise: entangling Speed Demons: Ranged Affliction
Music Composition 8 (+11), Expertise: Science 5 (+8), Expertise: 10 (Resisted by Will; Dazed, Hindered & Impaired,
Sonology 10 (+13), Expertise: Streetwise 4 (+7), Expertise: Defenseless, Immobile & Stunned), Extra Condi-
Wind Instruments 8 (+11), Insight 5 (+8), Perception 5 (+8), tions, Limited Degree.
Persuasion 5 (+8), Ranged Combat: Sonic Weapons 7 (+10),
The Psychic-Pipe induced amnesia and rendered
Sleight of Hand 5 (+8), Stealth 6 (+8), Technology 5 (+8)
the Flash mentally incapable of using super-speed
Offense (Ranged Transform 10).
The Sonic Boomatron disintegrated people into
Initiative +2
sound waves (Ranged Transform 10).
Sonic Blast +10 Perception, Damage 10
Unarmed +5 Close, Damage 2

Plastic Man
Orphaned at the age of ten, Patrick Eel OBrian lived on the
streets of Chicago or in various boys homes, eventually fall- Real Name: Patrick Eel OBrian
ing in with a bad crowd and entering a life of crime. By 1941
he was a burglar and expert safecracker. During a heist at Occupation: Adventurer
Crawford Chemical Works, a night security guard surprised Base: Chicago, IL
OBrian and his fellow gang members. The guard shot OBrian
in the shoulder and ruptured a drum of experimental acid,
which got into the wound. OBrian turned over a new leaf. He adopted the identity of
Plastic Man and became a force for good.
Narrowly managing to escape, OBrian discovered his crimi-
nal compatriots had abandoned him. Fleeing from the police, Personality
he lost consciousness outside the city. He awakened at Rest
Haven, a monastic spiritual retreat, tended to by the monks OBrians transformation into Plastic Man seems to have af-
who found him. Believing in the possibility of redemption, fected his mind as well as his body. Hes charitably described
the monks kept OBrian hidden from the authorities and al- as eccentric and often considered to be downright crazy.
lowed him to recuperate. He discovered the acid in his wound Certainly his mind seems to stretch in directions most peo-
had given him unusual elastic properties, making him able ples do not. Plas mind is also directly connected to his mouth,
to stretch and mold his body in various ways. Inspired by the and he rarely stops talking a mile a minute unless he has to
monks example and wanting a way out of his life of crime, deal with something very serious (like an angry Batman).

Heroes & Villains, Vol. 2 107


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Despite the impression his chatty, devil-may-care attitude able effect of his Shapeshifting than a regular power, and is
makes on others, Plastic Man has seen some of the worst the thus not listed among his traits.
world has to offer and still maintains his sense of humor, and
his faith that just doing the right thing will ultimately work out Allies
in the end. He works hard to make up for mistakes he made in
the past and his dedication as a hero is beyond question. Plas, as his friends know him, worked for the FBI during
World War II, becoming a member of the All-Star Squadron
Powers & Abilities and the Freedom Fighters. He continued working for the Bu-
reau after the war, along with the lesser-known NBI (National
Plastic Man has the ability to stretch, shape and deform his Bureau of Investigation). His erstwhile partner in many of his
body into any shape he can imagine. He retains the normal investigations was the clumsy but oh-so-lucky Woozy Winks.
tones of his flesh and his red, black and yellow costume re- Woozy has completely unremarkable abilities (a rank of 0 in
gardless of his shape. everything) but a good source of hero points for Plastic Man
when Woozy gets in over his head.
Plastic Man is well below his power level in terms of offensive
abilities, for the most part. Though his stretchy punches suffice In more recent years, Plastic Man has worked with Batman,
for ordinary goons, hes more likely to grab and restrain tough- winning the Dark Knights respect such that Batman recom-
er opponents. His Shapeshifting, particularly its Variable effect, mended him for membership in the Justice League of Amer-
gives him tremendous flexibility. He can transform his physical ica. Both his transformative powers and quick-witted sense
body in virtually any way imaginable. Some common effects of humor have served the League well.
for which he uses his Variable points include Extra Limbs, Flight
(with Gliding, turning into a kite or parachute), Insubstantial Enemies
(flowing through the smallest cracks and openings, and es-
Plastic Man has faced some of the most bizarre adversaries
caping any sort of grab or restraint), Leaping (bouncing like a
around, including Doctor Dome, Chatterbox, the Ooze Broth-
spring or rubber ball) and Growth or Shrinking.

Plastic Mans Immunity effectively makes him ageless, and


his mind is equally stretchy, making it hard for mind readers
to grasp. Though he has proven able to reform and resurrect
himself from death in the past, it took an incredibly long time
and is more likely a power stunt or a last-ditch use of the Vari-

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Plastic Man PL11
STR STA AGL DEX FGT INT AWE PRE Offense

2 5 5 5 5 0 2 2 Initiative +5
Unarmed +11 Close, Damage 2 (+14 grab check)
Powers
Elastic Body: Immunity 32 (Fortitude effects, Mind Reading), Defense
Impervious Protection 6 44 points Dodge 11 Fortitude Immune
Shapeshifting: Elongation 9, Morph 4 (any shape, Quirk:
Limited to the Same Colors), Variable 4 (physical traits, Parry 11 Toughness 11
20 power points, plus changing existing physical trait Will 10
allocations) 56 points
Power Points
Advantages
Abilities 52 Skills 26
Benefit (Ambidexterity), Connected, Daze (Deception),
Powers 100 Defenses 20
Defensive Attack, Grabbing Finesse, Luck 2, Redirect, Taunt
Advantages 9 Total 207
Skills
Complications
Close Combat: Unarmed 6 (+11), Deception 12 (+14), Expertise:
Law Enforcement 4 (+4), Insight 6 (+8), Investigation 6 (+6), Reputation: Plastic Man has a (well-deserved) reputation for
Perception 4 (+6), Ranged Combat: Throwing 4 (+9), Sleight of not taking anything seriously.
Hand 6 (+11), Stealth 4 (+9) Secret: Very few know about Plastic Mans criminal past.
Weakness: Extremes of temperature can cause Plastic Man to
ers, Brickface and Boss Annova. As a member of the All-Star melt or freeze solid (and even shatter!).
Squadron he fought various Axis agents and saboteurs and as
a Justice Leaguer he has gone up against foes ranging from
Circe (proving immune to her transformative powers) to the Luke later created a costume of his own and took the code-
interdimensional imp Qwisp (able to affect even Plastic Man). name Offspring, working with the Teen Titans and other
young heroes. Offspring has malleability similar to his father,

OffSpring but to an even greater extent, since he can also vary his color-
ation and not just his topography, allowing Offspring to truly
appear to be whatever he transforms into. He often uses the
Luke Ernest Loogie McDunnagh is Plastic Mans teenaged Variable effect of his Shapeshifting for Growth or Enhanced
son. Plas left Lukes mother, Angel, out of concern that he Traits reflecting greater size, density, or innately stronger
would mess his son up as badly as his own father did to him. forms (such as turning into a charging rhino)
He only reluctantly became involved in Lukes life in order to
keep him from joining a criminal gang. Since then, Plastic
Man has made more of an effort to become a part of his sons
life, and he and Luke have become closer.

Offspring PL10 181 points


Abilities: Str 2 Sta 4 Agl 4 Dex 4 Fgt 4 Int 0 Awe 2 Pre 1
Powers: Elastic Body (Immunity 32 (Fortitude effects,
Mind Reading), Impervious Protection 6), Shapeshifting
(Elongation 9, Morph 4 (any shape), Variable 4 (physical traits,
20 power points))
Advantages: All-out Attack, Benefit (Ambidexterity), Defensive
Attack, Grabbing Finesse, Taunt
Skills: Close Combat: Unarmed 4 (+8), Deception 8 (+9),
Insight 4 (+6), Perception 4 (+6), Ranged Combat: Throwing 4
(+8), Stealth 4 (+8)
Offense: Initiative +4, Unarmed +8 (Close, Damage 2)
Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness
10, Will 9
Totals: Abilities 42 + Powers 101 + Advantages 5 + Skills 14 +
Defenses 17 = Total 181
Complications: MotivationThrills: Offspring enjoys using
his powers, especially to help others. Weakness: Like his
father, extremes of temperature can cause Offspring to melt or
freeze solid (and even shatter).

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PLastique
Plastique
Plastique PL11
STR STA AGL DEX FGT INT AWE PRE
1 2 2 2 2 2 1 2
Powers
Explosive Immunity: Immunity 1 (Own powers) 1 point
Object Explosion: Burst Area Damage 11, Quirk (must touch
an object, 2 points) 20 points

Equipment
Plastique has 15 points to spend on equipment.

Advantages
Attractive, Defensive Roll 4, Equipment 3, Improvised Tools,
Languages (English, Native: French), Move-by Action, Prone
Fighting, Second Chance (Expertise: Demolitions checks),
Taunt

Skills
Athletics 5 (+7), Close Combat: Unarmed 7 (+9), Deception 8
(+10), Expertise: Demolitions 12 (+14), Expertise: Terrorism 10
(+12), Intimidation 6 (+8), Perception 5 (+6), Sleight of Hand 6
(+8), Stealth 6 (+8), Technology 7 (+9)

Offense
Initiative +2
Unarmed +9 Close, Damage 1
Object Explosion Close, Burst Area Damage 11
Bette Sans Souci is a Canadian citizen who used her knowl-
edge of explosives to wage a campaign of terror in support Defense
of the secession of Quebec from Canada. She would have Dodge 7 Fortitude 7
destroyed a New York newspaper building if it werent for
Parry 7 Toughness 6/2*
Firestorm, who foiled Plastiques plot by vaporizing the ex-
plosives laced into her costume. Will 6 *Without Defensive Roll.

Humiliated by her failure but still determined to make her Power Points
point, Plastique sought a black-market genetic modifica- Abilities 28 Skills 36
tion that would give her explosive powers. Plastique later at-
Powers 21 Defenses 20
tempted to assassinate the president of the United States and
the prime minister of Canada in New York. She was stopped Advantages 14 Total 1119
by Captain Atom, who took an interest in the failed terrorist.
Complications
With time and help from Captain Atom, she reformed and MotivationIdeologue: Plastique is a terrorist motivated
was pardoned by the United States and Canada. Shortly by political ideals rather than profit or power.
thereafter Plastique and Captain Atom were quietly married.
The couple joined Extreme Justice for a time but they soon Vengeful: Plastiques other primary motivation is evening
dissolved the team and their marriage. the score with anyone who has gotten in her way.

After the end of her brief marriage, Plastique resumed her vil-
lainous ways, teaming up with other super-villains who have
Powers & Abilities
a score to settle with the Justice League and Captain Atom. Plastique can cause objects to explode with tremendous
force simply by touching them.
Personality
Allies
Bette Sans Souci is a terrorist who believes the ends justify
the means, and she is completely willing to sacrifice the lives Plastique has been a member of the Suicide Squad, the Jus-
of innocent people to achieve her goals. tice League and the Bomb Squad.

Enemies
Real Name: Bette Sans Souci
Plastique was married to Captain Atom, but they have since
Occupation: Terrorist, criminal divorced. She has battled Firestorm several times and is con-
Base: Quebec, Canada stantly struggling against the Canadian government.

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Poison Ivy
Dr. Pamela Isley was a brilliant young botanist studying in
Seattle. Her bookish nature left her socially awkward around
men, and her professor, Dr. Jason Woodrue, manipulated her
naivet and social anxiety in order to seduce her and use her
as a living experiment. The result was that Isley was perma-
nently scarred, immune to all toxins and physically altered
with plant-like growths covering her body. She spent several
months in hospital recuperating, all the while nursing her
newfound hatred of men.

Upon her release, Ivy made her way to Gotham City, where she
planned to overtake its population with poison spores. She
was thwarted by Batman, and thus began her lifelong obses-
sion with the only man she has not found a way to control.
Ivy spent time in and out of Arkham Asylum for her various
misdeeds, often involving schemes to control or destroy men.
She eventually turned her activities toward protecting the en-
vironment (often at the expense of property or human life), but
upon acquiring enough wealth to find the solitude she craved,
she purchased an island in the Caribbean and left Gotham City.

Poison Ivy spent several years creating an ecological para-


dise on the island only to witness its destruction in a matter
of hours by a corporation testing advanced weapons for the
military. Personally outraged and mentally unhinged, Ivy re-
turned to Gotham to punish the men responsible, leaving a
swath of destruction in her wake.

After the earthquake that resulted in Gotham City being cut


off from the world, Ivy became the unlikely caregiver for a
group of children who lost parents in the quake. She defeated
Clayface with the help of Batman, and used Clayfaces body
to fertilize the soil in Gotham City Park, helping provide food
for the city in its time of need. Batman allowed her to turn the
park into her own private sanctuary.

Poison Ivy attempted to find a cure for her condition, though


this effort proved unsuccessful. She continued caring for the
orphans and raising plants in Gotham City, and was manipu-
lated twice by Hush in his schemes against Batman and Cat-
woman. Ivy joined forces with several others to exact her re-
venge, and recently came under the control of Black Mask as
he attempted to gain control of Gotham City.

Ivy currently works with Harley Quinn and Catwoman as a


three-woman crime partnership. She uses her powers to ma-
nipulate the Riddler so that the three women can use his re-
sources in their criminal activities.

Personality
If Hell hath no fury like a woman scorned, then Poison Ivys
mistreatment at the hands of men created a demon from
the Ninth Circle itself. She hates to see women mistreated,
and in revenge alternately kills, humiliates, or involves men
in complex schemes intended to shift the balance of tradi-
tional gender roles. Her previous life as a gifted botanist and
her immunity to toxins made her an ardent defender of the
environment, which she believes is being destroyed by the
male-dominated corporate world. Ivy was tempered in the

Real Name: Dr. Pamela Isley


Occupation: Botanist, criminal, ecoterrorist
Base: Gotham City

Heroes & Villains, Vol. 2 111


Andre Nutter (order #3338244) 1
Poison Ivy PL11
STR STA AGL DEX FGT INT AWE PRE Skills
1 3 3 2 5 4 3 5 Acrobatics 6 (+9), Athletics 6 (+7), Close Combat: Poison
Touch 4 (+9), Deception 10 (+15), Expertise: Botany 10 (+14),
Powers Persuasion 12 (+17), Stealth 6 (+9), Treatment 4 (+8)
Plant Control: Array (33 points)
Offense
Entanglement: Ranged Burst Area Affliction 11 (Resisted
by Dodge; Hindered and Vulnerable, Defenseless and Initiative +3
Immobile), Cumulative, Extra Condition, Limited Degree,
Entanglement Close, Burst Area Affliction 11, Resisted by
LimitedRequires ambient plant life 33 points
Dodge
Animate Tree: Summon 11 (One 165-point tree), Active,
Controlled, LimitedTo size and availability of tree 1 point Poison Touch +9 Close, Affliction 13 or Weaken 13
Plant Growth: Environment 5 (500 foot radius; Impede Unarmed +5 Close, Damage 1
Movement 2 (-2 ranks of movement), Visibility 2 (-5 to
Perception checks) 1 point Defense
Poison Touch: Array (26 points)
Dodge 11 Fortitude 10
Deadly Touch: Weaken Stamina 13 (Resisted by Fortitude),
Progressive, Grab-based 26 points Parry 11 Toughness 6/3*
Pheromones: Affliction 13 (Resisted by Will; Dazed, Will 10 *Without Defensive Roll.
Compelled, Controlled), Cumulative, Grab-based 1 point
Speak With Plants: Comprehend Plants 2 4 points Power Points
Toxic Immunity: Immunity 1 (Poison) 1 point
Abilities 52 Skills 29
Advantages Powers 67 Defenses 28
Attractive, Daze (Deception), Defensive Roll 3, Fascinate Advantages 6 Total 182
(Persuasion)
Complications
fires of patriarchy, and woe to the man who stands in the way Environmentalist: Poison Ivys mission is to protect plant life
of her plans. She also has a fierce protective instinct and will and purify Gotham.
come to the aid of children or starving people, especially if
they are victims of corporate injustice. Vanity: Poison Ivy is obsessed with having power over others,
particularly Batman, who is one of the few to have been able
to reject her.
Powers & Abilities
lipstoxic to the touch. Her poisons can kill, paralyze, or act
Poison Ivy is immune to all forms of toxin, a gift bestowed
as mind-altering chemical agents as she sees fit and based
on her when the professor who seduced her when she was
on the requirements of the situation. She is an extremely in-
still a student performed secret experiments on her. She
telligent woman and gifted scientist who has been observed
can control her pheromones and uses them to seduce both
controlling plants, and may possess an undefined mystic link
men and women as needed. Poison Ivy often imbues herself
to the plant world.
with toxins she creates, making her skinor more often her
Allies
Giant Animated Tree PL11 135 points Poison Ivy does not play well with others, especially men,
though she has teamed up with several on occasion includ-
Abilities: Str 16 Sta 16 Agl 2 Dex 1 Fgt 0 Int 4 Awe 0 Pre 0 ing the Joker, the Riddler and Clayface. She has grudgingly
Powers: Branches (Elongation 2, Extra Limbs 12), Flail (Burst worked with Batman as well. Ivys best (and only) friend is
Area Strength Damage 12, Selective, Grab-Based), Giant Harley Quinn, with whom she shares genuine affection. She
(Growth 16, Permanent, Innate), Plant (Immunity 60 (Fortitude gets along with Catwoman as well and is currently working
effects, Will effects)), Tough Bark (Impervious Toughness 4) with her and Harley Quinn. Her plant-loving nature has in the
Advantages: All-out Attack, Power Attack, Improved Grab, past brought her to the positive attention of Swamp Thing.
Improved Hold, Improved Smash Ivy is a former member of both the Injustice League and Sui-
cide Squad.
Skills: Close Combat: Unarmed 6 (+6)
Offense: Initiative 2, Unarmed +6 (Close, Damage 16) Enemies
Defense: Dodge 4, Parry 6, Fortitude Immune, Toughness 16, Poison Ivy considers anyone with a Y chromosome to be an
Will Immune enemy. Her terrorist activities have brought her into conflict
Totals: Abilities 7 + Powers 113 + Advantages 5 + Skills 3 + with Batman, Superman, and most of Gotham Citys criminal
Defenses 26 = Total 150 underworld including Killer Croc, the Joker, and Clayface. She
Complications: Plant: Affected by things with harm and affect defeated her former mentor, Floronic Man, despite her desire
plants. to procreate with him. The mutant plant Harvest, possessing
the personalities of victims Ivy fed to the plant, opposes her
Note: Truly titanic trees (old-growth redwoods, etc.) may have
and its whereabouts are currently unknown.
up to Growth 20, with appropriately adjusted traits.

112 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Power Girl
Kara Zor-L is the last survivor of a Krypton from an alternate
reality no longer in existence. When her reality ceased to exist Real Name: Karen Starr (aka Kara Zor-L)
in the terrible Crisis on Infinite Earths, she, Psycho-Pirate, her
cousin Kal-L (the Superman of that realitys Earth), and Kal-Ls Occupation: Chief Executive of
wife Lois were the only survivors. Kara assimilated as best she Starr Enterprises
could to the new reality, but the fluctuating nature of her ex- Base: JSA All-Stars headquarters
istence and her inability to remember her true origins made
that difficult. More than once she hoped she had discovered at the Tyler Ranch
her ancestryanother survivor of New Earths Krypton, or an
Atlantean from pre-cataclysmic timesand was devastated
to learn she was wrong. She joined the JSA during one of its
reformations, instinctively feeling a sense of belonging with-
out realizing it was an echo of her membership in the same
team and personal connections with many of its members
in her original reality.

Eventually, thanks to the cruel intervention of Psycho-


Pirate, Kara discovered her true origins. Dur-
ing recent events she finally reconnected
with Kal-L, who was freed from the pocket
dimension that had isolated him and others
since the end of the original Crisis. She re-
gained her memories of a family life with
him and Lois, only to lose him soon after
when he died helping his counterpart
bring down the rampaging Superboy-
Prime.

Kara continued to soldier on with the


JSA until a philosophical disagreement
in the group led her and others to
splinter off into the JSA All-Stars.
After the group had a violent part-
ing of the ways with Magog, Kara
accepted the mantle of leadership
for the All-Stars.

Personality
Kara compensates for her loneliness
and the confusion she feels in her
unique circumstances by hiding her
emotional vulnerabilities behind an aggressive
in-your-face exterior. She has a no-nonsense attitude
tempered with enough charm that her teammates like
her, and she keeps an open mind about most things. De-
spite her ability to see situations from others points
of view, she is still far more likely to choose a direct,
violent solution to a problem than many of her
former and current teammates.

Powers & Abilities


Under the rays of Earths yellow sun,
Power Girl manifests the same pow-
ers as other Kryptonians: super-
human strength, invulnerabil-
ity, super-speed, greatly
enhanced senses (in-
cluding X-ray vi-
sion able to see

Heroes & Villains, Vol. 2 113


Andre Nutter (order #3338244) 1
Power Girl PL13
STR STA AGL DEX FGT INT AWE PRE Offense

17 13 3 2 6 2 2 2 Initiative +3

Powers Heat Vision +9 Ranged, Damage 15


Unarmed +9 Close, Damage 17
Flight: Array (30 points)
Flight 15 (64,000 MPH) 30 points Defense
Speed 15 (64,000 MPH) 1 point
Movement 1 (Space Travel 1) 1 point Dodge 9 Fortitude 16
Heat Vision: Ranged Damage 15 (heat) 30 points Parry 9 Toughness 17
Invulnerability: Protection 4; Impervious Toughness 17;
Will 10
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)
26 points Power Points
Super-Senses: Senses 15 (Acute and Extended Hearing,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- Abilities 94 Skills 24
Hearing, Vision Penetrates Concealment (except lead)) Powers 115 Defenses 20
15 points
Advantages 9 Total 262
Super-Speed: Quickness 8 8 points
Super-Strength: Enhanced Strength 4, Limited to Lifting Complications
(Lifting Str 21; 50,000 tons) 4 points
Demeaning Perception: Power Girl is not afraid to flaunt
Advantages her female attributes, which sometimes causes unwanted
distraction and allows others to make ill-informed judgments
Attractive, Close Attack 3, Connected, Fascinate 2 (Deception
of her character.
and Persuasion), Interpose, Power Attack,
Power Loss: Power Girl loses her powers and her Str and Sta
Skills are reduced to 1 and 2 respectively under a red sun, like that
Athletics 2 (+19), Deception 4 (+6), Expertise: Business 6 (+8), of Krypton, and other effects that drain or interfere with the
Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion energies of the yellow sun can deprive her of her powers.
4 (+6), Ranged Combat: Heat Vision 7 (+9), Technology 7 (+9) Secret Identity: Karen Starr
Stranger in a Strange Land: Power Girl is the last survivor of
through solid objects) and powerful heat vision able to heat her home planet and of her universe. She truly has no one else
up, ignite, or melt objects. She is similarly vulnerable to the from either home, only counterparts of those with whom she
same things as other Kryptonians, including different variet- was once connected.
ies of kryptonite, magic, and the loss of the solar energy that
provides her powers. Power Girls powers have developed Temper: Power Girl is notorious for her temper.
during her time on Earth, going from being able to leap great Vulnerability: Power Girl is vulnerable to magic. Her Toughness
distances to truly able to fly, for example. is not Impervious against magical attacks.

In her secret identity as Karen Starr, Power Girl is both a ca- Weakness: Kryptonite (see sidebar). As the survivor of an
pable businesswoman and a skilled computer programmer alternate Earths Krypton, standard (New Earth) kryptonite
and technician, something manyseeing only her aggres- doesnt affect Power Girl, only the remnants of her original
universes kryptonite.
sive public personado not know about her.

Allies Enemies
Superman and the JSA prominent are prominent allies, Kara identifies strongly with multiple incarnations of the JSA
though her experiences have won her the confidence of a (and now the JSA All-Stars) to the point that most of her en-
number of other heroes such as Oracle and Wonder Woman. emies are actually team enemies. Ultra-Humanite has caused
For reasons assumed to involve his relationship with a person her personal grief, as has Psycho-Pirate. She harbors intensely
he claims was her mother, the Atlantean sorcerer Arion also violent feelings toward Superboy-Prime because her cousin
holds Kara in fond regard. died by his hand.

Kryptonite
Every surviving Kryptonians greatest weakness is the radioactive remains of their home planet of Krypton, known as
kryptonite. It comes in a number of forms. Green kryptonite is by far the most common. Its radiation saps the Strength
and powers of Kryptonians, leaving them impaired, disabled, and eventually debilitated in Strength and power effects.
Long-term exposure (usually a matter of minutes, less for a large-enough amount) imposes the dying condition and
may led to death. Kryptonite radiation has little effect on humans unless they are exposed to it over a long period of
time, in which case radiation sickness or cancer can result. As has been shown with Power Girl and Superboy-Prime,
this vulnerability is also dependent on the origin of the kryptonite, as only remnants from that persons own planet
Krypton will negatively affect them.

114 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Prankster
Prankster PL 11
STR STA AGL DEX FGT INT AWE PRE
1 3 2 3 2 5 4 4
Powers
Joy Buzzer: Damage 8 (electricity), Removable (-2 points)
6 points
Laughing Gun: Ranged Affliction 12 (Resisted by Fortitude;
Dazed, Stunned, Incapacitated), Easily Removable (-10
points) 14 points

Equipment
Prankster usually has up 60 points worth of comedic (and
dangerous) inventions at his disposal.

Advantages
All-out Attack, Contacts, Defensive Roll 2, Equipment 12,
Fascinate (Expertise: Comedy), Improved Trip, Inventor, Luck,
Set-up, Skill Mastery (Expertise: Comedy), Taunt

Skills
Acrobatics 3 (+5), Close Combat: Joy Buzzer 5 (+7), Deception 8
(+12), Expertise: Comedy 9 (+14), Ranged Combat: Laughing Gun
7 (+10), Sleight of Hand 6 (+9), Stealth 6 (+8), Technology 6 (+11)

Offense
Fired from his gig as the host of a childrens television show on
WGBS, Oswald attempted to exact revenge on the station but Initiative +2
was foiled by Supermanwhich was Oswalds true plan, in or- Laughing Gun +10 Ranged, Affliction 12, Resisted by Fortitude
der to exploit the media attention while in prison. Later, Oswald
reappeared with a new, younger body, presumably afforded him Joy Buzzer +7 Close, Damage 8
by Lord Satanus. Using the new technology that Brainiac (see Defense
Vol. 1) had introduced into Metropolis, the Prankster became a
viable threat, even at one point threatening Supermans life with Dodge 9 Fortitude 5
kryptonite-imbued nanobots. Eventually confined to the Phan- Parry 9 Toughness 5/3*
tom Zone by the Kandorians along with many other criminals,
Will 10 *Without Defensive Roll.
the Prankster was recently released by Superman.
Power Points
Personality Abilities 48 Skills 25
The Prankster is a demented comedian bent on unleashing Powers 20 Defenses 22
his own brand of twisted humor upon the world. Though he Advantages 23 Total 138
may at first appear harmless, the Prankster is a deadly foe
who will stop at nothing for a laugh. Complications
Trademark: The Prankster is irrationally determined to
Powers & Abilities demonstrate his sense of humor in every aspect of his career.
All of his crimes, gadgets and equipment must include some
Prankster has no powers of his own, but he is capable of
comedic element.
building any number of dangerous devices all based on a co-
medic modus operandi. Debt: The Prankster owes a debt to the Demon Lord Satanus.
The nature of the debt and when it will be called in are known
only to the demon and presumably the Prankster.
Allies
Oswald has been associated with the Underground Society criminals as they commit their own crimes. The Prankster also
and the Injustice League. He has also worked with Lord Sata- has half a dozen female assistants who help him by monitor-
nus, Lex Luthor, and is known to provide diversions for other ing Metropolis or serving him food.

Enemies
Real Name: Oswald Hubert Loomis Oswalds primary foes are Superman and Steel, though any-
Occupation: Comedian, ex-childrens one associated with the Man of Steel can be the target of the
show host, criminal Pranksters practical jokes. His arsenal has included a sonic
device that causes uncontrollable laughter, joy buzzers and
Base: Metropolis nanobots.

Heroes & Villains, Vol. 2 115


Andre Nutter (order #3338244) 1
Professor Ivo Traumatized as a child by his grandmothers death, Anthony
Ivo developed a pathological fear of his own mortality and
devoted his great scientific ability toward attaining eternal
life. Terror silenced his conscience to the point that Ivo mur-
dered his father to further his research, which in time culmi-
nated in the android Amazo.

Amazo forcibly secured the necessary components for the


immortality serum, but its attack on the original JLA failed
and led to Ivos imprisonment. Moreover, the serum gradu-
ally transformed Ivo into a pitiable freak and rendered him
mentally unstable. Ivo, blaming the JLA, has sought revenge
against the group ever since, killing members Vibe and Steel
in the process.

Even after a merciful Guy Gardner cured Ivo of the serums


effects, his dread of the grave eventually drove him to drink
it again and make him insanely long for his lost humanity
once more. Despite this, Ivo managed to strike up a friendly
Professor Ivo PL11 bickering partnership with T.O. Morrow to build the android
STR STA AGL DEX FGT INT AWE PRE Tomorrow Woman and destroy the JLA. Recently, Ivo reluc-
tantly assisted the Secret Society of Super-Villains in creating
1 2 0 1 0 9 4 4 the monstrosity Genocide in exchange for potentially curing
Powers his horrific appearance.

Immortal: Enhanced Advantage 1 (Diehard); Immunity 1 Personality


(Aging) 2 points
Toughened Flesh: Impervious Protection 10 20 points Ivos precarious mental state makes him ruthless and unpre-
dictable, and may alternately drive him to cure himself, re-
Advantages store his immortality, or seek revenge.
Benefit 2 (Independently Wealthy), Diehard, Improvised
Tools, Inventor, Minion 48 (6 120-point Robots), Ultimate Skill Powers & Abilities
(Expertise: Robotics)
Ivo is Earths foremost genius in robotics, and his mechanical
Skills creations aid all his schemes. After drinking the immortality
Close Combat: Unarmed 3 (+3), Expertise: Astronomy 8 serum, Ivos life span increased to five hundred years, at the
(+17), Expertise: Robotics 11 (+20), Expertise: Science 8 (+17), cost of horrible deformity. His skin sometimes forms into a
Technology 8 (+17), Treatment 2 (+11) hard, protective layer.

Offense Allies
Initiative +0 Ivo occasionally partners with T.O. Morrow, and has worked
Unarmed +3 Close, Damage 1 with the Secret Society of Super-Villains.

Defense Enemies
Dodge 9 Fortitude 8 Professor Ivo considers all members of the Justice League of
Parry 9 Toughness 12 America his enemies.
Will 10

Power Points Typical Ivo Robot PL11 Minion 120 points


Abilities 42 Skills 20
Abilities: Str 11 Sta Agl 4 Dex 4 Fgt 6 Int Awe 0 Pre
Powers 22 Defenses 30
Powers: Armor (Impervious Protection 8); Energy Blasts
Advantages 53 Total 167 (Ranged Damage 11); Flight 6 (120 MPH); Immunity 30
(Fortitude Effects)
Complications
Advantages: None
Obsession: Ivo wants nothing more than to be cured of the
disfigurement caused by the immortality serum. Skills: Close Combat: Unarmed 7 (+11), Ranged Combat:
Energy Blast 7 (+11)
Phobia: Ivo has a crippling fear of death, which paradoxically
compelled him to take the deforming immortality serum Offense: Initiative +4, Energy Blast +11 (Ranged Damage 11),
again, even after its effects had been reversed. Unarmed +11 (Damage 11)
Defense: Dodge 12, Parry 12, Fortitude Immune, Toughness 8,
Will Immune
Real Name: Anthony Ivo
Totals: Abilities 20 + Powers 80 + Advantages 0 + Skills 6 +
Occupation: Criminal scientist Base: Mobile Defenses 14 = 120

116 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Prometheus
Once there was a boy who loved his parents and the exciting
adventures they shared. They taught him all kinds of clever Real Name: Unknown
things and made sure he kept his head down. Considering
they were notorious criminals on a multi-state crime spree, Occupation: Hero killer
keeping his head down most likely saved his life. When the au- Base: The Ghost Zone
thorities finally cornered the couple and their son, they chose
not to die rather than be taken alive. The police found the He ran away from foster care, dug up the loot his parents left
boy, his hair turned white from shock, in a mad rage. He swore behind and used their underworld connections to disappear.
that all law enforcers He traveled the world, learning the skills he would need to car-
and so-called he- ry out his mission. He mastered infiltration, psychology, stealth
roes would pay and technology. Eventually, he even sought out a mysterious
one day. order of Himalayan monks who were said to worship evil itself.
Gaining the favor of the orders leader, he learned their secret:
an ancient alien starship buried beneath the monastery. By kill-
ing the monk, who was really one of the aliens in disguise, he
gained the Cosmic Key to the Ghost Zone, an extradimension-
al realm of nothingness. There he built a crooked
house as the perfect lair for his schemes.

Prometheus began his war on superhe-


roes by attempting to wipe out the Justice
League. He gained access to them by pos-
ing as Retro, the winner of a contest to be-
come a League member for a day and visit
the Watchtower. He succeeded in overcom-
ing several members of the League, but was
thwarted by the unexpected appearance of
Catwoman (who had snuck into the Watch-
tower to rob it) and by Steel managing to
hack into his electronic systems. He escaped
by vanishing into the Ghost Zone.

Prometheus worked with an incarnation of


Luthors Injustice Gang to try to take down the
League again. After losing to Batman (who down-
loaded the physical skills and coordination of Professor Ste-
phen Hawking into his helmet), Prometheus was locked into
a state of amnesia by the Martian Manhunter. During this
time his erstwhile protg, named Chad Graham, took
up Prometheus identity, weapons and mission. Graham
lacked his namesakes intellect and considerable train-
ing, and proved ineffectual compared to his mentor.

When Prometheus regained his memory, he learned


of Chad Grahams impersonation. Rescuing Graham
from the heroes pursuing him, he transported them
both to the Ghost Zone, where he set the imposter
on fire, killing him. He did, however, thank Graham for do-
ing him the favor of ruining his reputation in the heroic com-
munity. Now they believed Prometheus was no real threat
to them, and would therefore never see him coming. This al-
lowed Prometheus to murder thousands of people and maim
Roy Harper (Red Arrow) before Green Arrow killed him. Of
course, knowing Prometheus, it may be that his death is just
another part of his larger plan.

Personality
Prometheus is obsessed with his mission in life: wiping out
heroes and exposing the law as a sham. Though he started
out looking for revenge, Prometheus goes about his work
in a cold, detached way. He plays through his schemes like
they are chess games, savoring the opportunity to outthink
and outplay his opponents. Hes arrogant enough to
want the opportunity to brag about how he has

Heroes & Villains, Vol. 2 117


Andre Nutter (order #3338244) 1
Prometheus PL14
STR STA AGL DEX FGT INT AWE PRE Skills
3 3 5 5 9 6 5 4 Acrobatics 8 (+13), Athletics 10 (+13), Deception 12 (+16),
Expertise: Superheroes 12 (+18), Expertise: Underworld 12
Powers (+18), Insight 11 (+16), Intimidation 10 (+14), Investigation 12
Cosmic Key: Array (29 points), Easily Removable (12 points) (+18), Perception 10 (+15), Persuasion 7 (+11), Sleight of Hand
18 points total 8 (+13), Stealth 10 (+15), Technology 10 (+16), Vehicles 8 (+13)
Movement 1 (DimensionalGhost Zone), Additional Ranks
Offense
13 (Limited to increase DC), Attack (Resisted by Dodge),
Perception Ranged, Limited to Close Distance 29 points Initiative +9
Movement 1 (DimensionalGhost Zone), Affects Others Cosmic Key Dodge DC 24, Movement (Dimensional
1 point Ghost Zone)
Gauntlets: Array, Removable (2 points) 9 points total
Bullets: Ranged Damage 5 10 points Gauntlets +11 Ranged, Damage 5 or Affliction 5 (Resisted
Neuro-Toxin Darts: Ranged Affliction 5 (Resisted by by Fortitude)
Fortitude; Dazed, Stunned, Incapacitated) 1 point Nightstick +14 Close, Damage 9
Helmet: Removable (10 points) 40 points total
Unarmed +14 Close, Damage 3
Neural Download: Variable 2 (10 points), Limited to
Enhanced Skills and Advantages, Move Action (to swap out Defense
discs) 11 points
Distracting Devices: Array (46 points) Dodge 12 Fortitude 10
Neural Chaff: Cumulative Burst Area Reaction Affliction Parry 12 Toughness 10/8*
9 (Resisted by Fortitude; Dazed, Stunned), Subtle, Limited
Will 16 *Without Defensive Roll.
Degree 46 points
Disorienting Strobe: Cumulative Cone Area Reaction Power Points
Affliction 11 (Resisted by Will; Impaired, Disabled), Subtle,
Limited Degree, Sight-Dependent 1 point Abilities 80 Skills 70
Nightstick: Strength-Based Damage 6, Easily Removable (2 Powers 92 Defenses 28
points) 4 points total
Advantages 42 Total 312
Suit: Removable (3 points) 12 points total
Armor: Protection 5 5 points Complications
Holographic Projector: Morph 2 (humanoids) 10 points
Arrogance: Despite his complex plans, Prometheus needs his
Advantages targets to know who is responsible for their downfall and to
confront them directly.
Assessment, Benefit 2 (Independently Wealthy), Close Attack 5,
Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll Obsession: Prometheus is obsessed with humiliating and
2, Evasion, Hide in Plain Sight, Improved Defense, Improved destroying super heroes.
Initiative, Improvised Tools, Instant Up, Inventor, Jack-of-all-
trades, Languages 3, Move-by Action, Power Attack, Precise
or neural chaff impair or distract his opponents, making it
Attack (Ranged; Cover), Quick Draw, Ranged Attack 6, Redirect,
difficult for them to act against him. He usually studies his
Seize Initiative, Skill Mastery (Deception), Startle, Takedown,
Trance, Uncanny Dodge, Well-informed foes well in advance, preparing various traps against them
(suitable for awarding players hero points when theyre
triggered and theyre going to need them against Pro-
brought about the heroes doom. Hes allowed himself to be metheus!).
captured in order to do so, and tends to confront heroes once
he has the upper hand. As a last-ditch escape, Prometheus can use his Cosmic Key to
vanish into the Ghost Zone, or to banish someone else there
Nothing matters to Prometheus other than winning. Hes a in order to get them out of his way temporarily (though hell
psychopathic killer who will murder thousands to get what have to deal with them eventually when he returns to the
he wants, and he uses his ruthlessness as a strength in the Zone).
game against his opponents.
Allies
Powers & Abilities
Prometheus has worked with Luthors Injustice Gang before,
Prometheus has no powers, instead relying on training, dedi-
and will employ various pawns to accomplish his goals, but
cation and a collection of devices of his own creation.
he is primarily a solo act.
Prometheus basic traits are deceptive. As his power level
and point total make clear, hes capable of taking on oppo- Enemies
nents much more capable than he. His devices serve to level
Prometheus is the sworn enemy of all heroes and lawmen,
the playing field (even tipping it in his favor). His nightstick
dedicated to bringing down costumed heroes. His most fre-
packs a punch powerful enough to shatter steel. His helmet
quent foes are the members of the Justice League, the high-
can download various skills and advantages to boost his of-
est-profile heroes Prometheus could find.
fensive and defensive abilities to the limit, while his strobes

118 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Psycho-Pirate
Psycho-Pirate PL12
STR STA AGL DEX FGT INT AWE PRE
0 3 1 1 3 1 1 3
Powers
Medusa Mask: Progressive Sight-Dependent Weaken Will
12 (Resisted by Will, Limited to Resistance checks against
the Linked Affliction Only) with Linked Cumulative Sight-
Dependant Affliction 12 Resisted by Will (Dazed, Compelled,
Controlled), Limited to Emotions; Removable (-12 points)
48 points
Multiversal Vision: Feature 1 (Hayden remembers the
Pre-Crisis multiverse and can see multiversal iterations of
select beings and places) 1 point

Advantages
Daze (Deception), Defensive Roll 4, Luck 3, Seize Initiative,
Taunt

Skills
Deception 7 (+10), Expertise: Psychology 4 (+5), Insight 7 (+8),
Perception 4 (+5), Persuasion 4 (+7)

Offense
Initiative +1
Unarmed +3 Close, Damage 0
Medusa Mask Perception, Weaken Will and Affliction,
both Resisted by Will, DC 22

Defense
Dodge 11 Fortitude 5
Parry 7 Toughness 7/3* Roger Hayden grew up in an abusive home and turned to
Will 8 *Without Defensive Roll. crime at an early age. Incarcerated with cellmate Charles
Halstead, the first Psycho-Pirate, Hayden heard stories of the
Power Points Medusa Mask, which Halsteads information helped him find
Abilities 26 Skills 13 when he left prison. Moving into the costumed big leagues,
the new Psycho-Pirate was thwarted time and again by the
Powers 49 Defenses 23 JSA and then the JLA. Abducted by the Anti-Monitor to help
Advantages 10 Total 121 in that villains schemes, Hayden survived into the new real-
ity, adrift with memories possessed by him along. Strange
Complications
experiences followed as the new universe tried unsuc-
Addicted: Hayden is addicted to using the Medusa Mask. cessfully to integrate him, culminating in his working with
Alexander Luther to help bring about Final Crisis. Though
Reality-Challenged: Psycho-Pirate is a refugee from
an alternate reality that no longer exists and sometimes recently killed by Black Adam, Hayden has returned from
encounters difficulties because the multiverse doesnt know non-existence before.
exactly what to do with him.
Personality
Multiversal Anomaly Roger Hayden is an abuse victim grown into an abuser, and
when using the Medusa Mask he thrives on the emotional
At one point, Hayden temporarily could summon pre-
charge he feels from forcing emotions on others that he himself
Crisis versions of anyone back into existence. Mechani-
has suppressed. Because his home universe no longer exists,
cally, this is handled as a plot device trait rather than an
enumerated power. he slips in and out of lucidity, appearing delusional because he
isnt always interacting with the reality surrounding him.

Powers & Abilities


Real Name: Roger Hayden Psycho-Pirate possesses the Medusa Mask, a powerful magic
artifact which enables him to impose emotional states on
Occupation: Criminal and emotional terrorist those around him. At unpredictable times he has also dem-
Base: Mobile onstrated unexplained Regeneration and Morph (not includ-
ed in these stats).

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Allies Enemies
Psycho-Pirate occasionally works with the Injustice Society Power Girl, Dr. Fate, and Hourman have suffered enough at
and Injustice Leagues, and has played lackey to powerful vil- his hands to directly count him as an enemy, and both the JLA
lains including the Ultra-Humanite and the Anti-Monitor. and JSA have had dealings with Hayden.

Queen Bee Real Name: Zazzala


Occupation: Queen of Korll
Base: Korll

Queen Bee PL12


STR STA AGL DEX FGT INT AWE PRE
10 8 8 7 5 6 7 8
Powers
Flight: Flight 6 (120 MPH) 12 points
Heightened Reflexes: Improved Initiative 6, Quickness 6
12 points
Mind-Confusing Pollen: Cumulative Affliction 13 (Resisted by
Will; Dazed, Compelled, Controlled) 26 points
Stinger Darts: Cumulative Ranged Affliction 8 (Resisted by
Fortitude; Dazed, Disabled, Incapacitated) 24 points

Advantages
Attractive, Benefit 10 (Queen of Korll), Close Attack 6,
Defensive Roll 2, Improved Initiative 6, Leadership, Minions 6
(2 drone swarms), Move-by Action, Taunt

Skills
Athletics 6 (+16), Deception 10 (+18), Insight 8 (+15),
Intimidation 8 (+16), Perception 6 (+13), Persuasion 8 (+16),
Ranged Combat: Stinger Darts 6 (+13), Technology 6 (+12)

Offense
Zazzala is the queen of the hive-world Korll. She joined forces Initiative +32
with Lex Luthor to conquer Earth, beginning with New York Stinger Darts +13 Ranged, Affliction 8 (poison)
City, in exchange for one-third of the Earths population be-
Mind-Confusing Pollen +11 Close, Cumulative Affliction
coming her slaves. The Justice League thwarted her conquest
13, Resisted by Will
when they used Queen Bees color blindness against her.
Unarmed +11 Close, Damage 10
Driven to expand her empire, Zazzala continued to lust for the
prize of Earth. She cooperated with Lex Luthor several times Defense
in various attempts to conquer Earth, and eventually became Dodge 14 Fortitude 10
head of the international criminal organization H.I.V.E.
Parry 12 Toughness 10/8*
Will 12 *Without Defensive Roll.
Drone Bee Swarms PL6 Minions 47 points Power Points
Abilities: Str Sta 0 Agl 4 Dex -2 Fgt 0 Int Awe 0 Pre Abilities 118 Skills 29
Powers: Burst Area Damage 6 (Stings); Flight 5 (60 MPH; Powers 74 Defenses 20
Wings); Immunity 30 (Fortitude Effects); Impervious Protection
Advantages 28 Total 269
5; Insubstantial 2 (Swarm; Permanent, Innate)
Offense: Initiative +4, Stings (Burst Area Damage 6) Complications

Defense: Dodge 4, Parry 0, Fortitude Immune, Toughness 5, Partial Color Blindness: Queen Bee and her drones cannot
Will Immune see the color red.
Totals: Abilities 26 + Powers 73 + Advantages 0 + Skills 0 + Obsession: Queen Bee is power-mad and constantly strives to
Defenses 0 = 47 expand her empire.

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Personality Allies
Zazzala is a haughty, self-indulgent queen who is used to get- Zazzala is the queen of her homeworld of Korll. She has
ting everything she wants with a mere command. deigned to work with Lex Luthor as part of his Injustice Gang
and later his Secret Society of Super-Villains. Zazzala is the
Powers & Abilities current head of H.I.V.E.
Zazzala possesses superhuman strength and speed. She can
project poisonous stingers, release a mind-confusing pollen, Enemies
and control swarms of bee drones. Zazzala has fought the Justice League several times, and she
wants to conquer Earth.

The Question
The Question (Vic Sage)
Growing up an orphan in Hub City, Charles Victor Szasz
climbed out of poverty and violence to become the popular
investigative journalist Vic Sage. During an investigation of
Dr. Arby Twain, Sage was approached by his old college pro-
fessor and Twains former partner, Aristotle Tot Rodor. Rodor
informed Sage that Twain planned to sell Rodor and Twains
invention, Pseudoderm, to third-world nations. Designed to
be an artificial-skin medical aid that attached to natural skin
with a bonding gas, Pseudoderm was abandoned by Rodor
after studies showed it could increase wound toxicity. Despite
these risks, Twain planned to sell their invention overseas, an
action that would surely result in the death or injury of count-
less people. Donning a Pseudoderm mask, Sage stopped
Twains illegal transactions and captured the corrupt doctor.
Seeing that his masked identity could do things his civilian
identity could not, Sage kept the mask and added a chemical
that instantly changed the color of his hair and clothes, and
became the Question.

Sage used his masked identity and his job as a reporter to


expose corrupt politicians, businessmen and organized crime
figures. This plan hit a snag when the Question got too close
to exposing Rev. Jeremiah Hatch, a corrupt religious figure
who controlled much of Hub Citys political machine. Hatch
hired the mercenary assassin Lady Shiva to deal with the
Question. In an extremely one-sided battle, Shiva defeated
the Question. Hatchs goons then beat him severely, shot him
in the head and threw his body in the river.

Intrigued by the Questions violent but untrained methods,


Shiva fished the nearly dead Sage out of the river and saved It was on these travels the Question met the Huntress, when
him. She arranged for him to train with a hermit named Rich- she was exiled from Gotham because of Batmans dislike of
ard, in reality the legendary martial artist Richard Dragon. her violent methods. The two became romantically involved,
During his training, Sage underwent a spiritual metamor- though their affair ended badly when his attempts to help
phosis and returned to Hub City with a new lease on life and her deal with her violent nature failed.
greatly improved combat skills. Sage fought crime and cor-
ruption in Hub City for several years, aided by a small collec- Eventually, Vic encountered ex- GCPD detective Renee Mon-
tion of friends and allies. Eventually Sage left the city, travel- toya. The pair shared several adventures while he helped the
ing the world and seeking some measure of peace. angry, troubled young woman come to terms with who she
was and who she wished to be. It this same time Sage was
diagnosed with terminal cancer. Montoya accompanied Sage
on a journey to the mystical city of Nanda Parbat in search of
Real Name: Vic Sage a cure, but the weakened hero did not survive the trip, dying
Occupation: Investigative reporter, vigilante just before reaching the city. In honor of her friends memory
Base: Hub City and as an answer to his final question about what she would
become, Montoya took up the identity of the Question.

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Personality Toward the end of his life he attempted to help others as Rich-
ard helped him. He failed with the Huntress, but succeeded
For his entire life, the Question was defined by the search for with Renee Montoya, who became the second Question.
two things: truth and identity. When he was young this mani-
fested as a stark and often simplistic moral code. Sage became Power & Abilities
the Question to punish the wicked and reinforce his idea of
himself as a good man driven to extremes by necessity. During The Question was a skilled investigator and very talented
this period, he was arrogant, violent and self-righteousness. martial artist. He also was capable of keen philosophical in-
sights, a relative rarity among super heroes.
After his rebirth and the time spent with Richard Dragon,
Vic changed. He rejected moral certainties. Instead, he con-
Allies
templated concepts such as the nature of truth, identity and
justice. The objective certainty of his youth gave way to East- The Question was close to certain Hub City citizens, includ-
ern-influenced explorations of duality and enlightenment. ing Mayor Myra Connelly-Fermin, Police Chief Izzy OToole,
His arrogance and violent nature remained, but it now was and Prof. Aristotle Rodor. He was trained by Richard Dragon
tempered by a desire to become something more. His iden- and worked with Green Arrow and Batman. He was briefly
tity as the Question became a tool for exploring these con- involved with Huntress and in his last days was a friend and
flicting natures and trying to combine them into a centered mentor to his successor, Renee Montoya. The Question and
and cohesive whole. Lady Shiva shared an odd relationship that was a mix of flir-
tation, annoyance and grudging respect. Many of the Ques-
tions closest friends, such as Rodor and Montoya, called him
The Question (Vic Sage) PL10 Charlie, a short version of his given first name.
STR STA AGL DEX FGT INT AWE PRE
Enemies
3 4 5 3 10 3 5 3
The Question faced a variety of crime lords, political bosses
Advantages and gang leaders during his career. He fought relatively few
Accurate Attack, Agile Feint, All-out Attack, Assessment, Close costumed villains; notable among these are the murderous
Attack 2, Contacts, Daze (Intimidation), Defensive Attack, Mikado and the Riddler, who he defeated by presenting the
Defensive Roll 2, Diehard, Evasion, Improved Critical (Unarmed), villain with deep existential questions he couldnt answer.My
Improved Defense, Improved Disarm, Improved Initiative, Name is Richard
Improved Trip, Improvised Weapon, Instant Up, Power Attack,
Precise Attack (Close; Concealment), Redirect, Skill Mastery
(Insight), Takedown, Taunt, Trance, Weapon Bind, Well-informed
Richard Dragon
Skills Richard Dragon transformed himself from an angry young
man into a martial arts adventurer and secret agent. He
Acrobatics 8 (+13), Athletics 8 (+11), Close Combat: Unarmed
5 (+15), Deception 8 (+11), Expertise: Journalism 7 (+10), worked closely with Bronze Tiger (see Vol. 1) and Lady Shiva.
Expertise: Philosophy 9 (+12), Expertise: Streetwise 9 (+12), Eventually Richard became a reclusive hermit and teacher.
Insight 11 (+16), Intimidation 9 (+12), Investigation 9 (+12),
Perception 10 (+15), Persuasion 4 (+7), Sleight of Hand 3 (+6),
Stealth 6 (+11), Treatment 3 (+6), Vehicles 5 (+8)
Richard Dragon PL11 185 points
Offense Abilities: Str 3 Sta 3 Agl 5 Dex 4 Fgt 14 Int 2 Awe 6 Pre 3
Advantages: Accurate Attack, Agile Feint, All-out Attack,
Initiative +9
Assessment, Close Attack 3, Defensive Attack, Defensive Roll
Unarmed +17 Close, Damage 3, Crit. 19-20 4, Evasion, Improve Critical 2 (Unarmed), Improved Defense,
Improved Disarm, Improved Grab, Improved Hold, Improved
Defense
Initiative, Improved Smash, Improved Trip, Inspire, Instant Up,
Dodge 13 Fortitude 9 Move-by Action, Power Attack, Precise Attack 2 (Close; Cover
and Concealment), Prone Fighting, Redirect, Skill Mastery
Parry 14 Toughness 6/4*
(Expertise: Teaching), Takedown, Teamwork, Trance, Uncanny
Will 11 *Without Defensive Roll. Dodge, Weapon Bind
Power Points Skills: Acrobatics 8 (+13), Athletics 9 (+12), Close Combat:
Unarmed 2 (+16), Deception 4 (+7), Expertise: Philosophy
Abilities 72 Skills 57 10 (+12), Expertise: Streetwise 4 (+6), Expertise: Teaching 16
Powers 0 Defenses 23 (+18), Insight 10 (+16), Intimidation 4 (+7), Perception 6 (+12),
Persuasion 4 (+7), Ranged Combat: Throwing 7 (+11), Stealth 5
Advantages 29 Total 181
(+10), Treatment 5 (+7)
Complications Offense: Initiative +9, Unarmed +19 (Close Damage 3, Crit.
Secret Identity: Vic Sage, investigative reporter. 18-20)

Becoming: Most of the Questions life has been a search for Defense: Dodge 15, Parry 15, Fortitude 8, Toughness 7/3*, Will
truth and meaning. He often gets himself into dangerous 12 *without Defensive Roll
situations out of a desire to discover the truth behind a mystery, Totals: Abilities 80 + Powers 0 + Advantages 36 + Skills 47 +
someones true nature, or even something about himself. Defenses 22 = 185

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He has mentored such heroes as Oracle, Huntress and both
Questions. His teachings are often a combination of spiritual
and martial training and he is especially adept at teaching his
students skills that help them balance who they are with who
they wish to become.

The Question (Renee Montoya)


A former member of the Gotham City Police Department, Re-
nee Montoya excelled at police work, quickly making detec-
tive. It was during her early years with the force that she met
and fell in love with socialite Kate Kane.

Her success in law enforcement continued until the villain


Two-Face became obsessed with the attractive young cop. In a
twisted attempt to woo her, he outed her as a lesbian, framed
her for murder and kidnapped her. Shortly after this debacle,
family, relationship and professional troubles pushed Montoya
into quitting the GCPD and turning to drink. She was a bitter,
lonely alcoholic when she met Vic Sage, the first Question.

Sage challenged Montoya to become something better than


what she was and the two became friends and partners on a
number of adventures. She became one of the few people to call
him by his given name, Charlie. He took her to train with Richard
Dragon, and it was Renee who took Sage to Nanda Parbat in an
attempt to save his life. After Sages death Montoya took up the

Real Name: Renee Montoya


Occupation: Police detective, vigilante
Base: Gotham City

The Question (Renee Montoya) PL9


STR STA AGL DEX FGT INT AWE PRE Offense

2 3 5 4 9 2 3 2 Initiative +9
Unarmed +16 Close, Damage 2
Equipmnt
Pistol +11 Ranged, Damage 4
Heavy Pistol: Ranged Damage 4 8 points
Note: Montoya carries a gun less frequently these days. Defense
HQ: Lighthouse 7 points Dodge 13 Fortitude 8
Size: Medium Tou: 8 Features: Gym, Isolated, Library, Living
Parry 13 Toughness 5/3*
Space, Power System
Will 9 *Without Defensive Roll
Advantages
Power Points
Accurate Attack, All-out Attack, Attractive, Close Attack 2,
Contacts, Defensive Attack, Defensive Roll 2, Equipment 3, Abilities 60 Skills 45
Evasion, Grabbing Finesse, Improved Defense, Improved Powers 0 Defenses 23
Grab, Improved Initiative, Improved Trip, Instant Up, Language
(Spanish), Power Attack, Takedown, Trance, Weapon Bind Advantages 24 Total 152

Skills Complications

Acrobatics 7 (+12), Athletics 8 (+10), Close Combat: Unarmed Addiction: Renee is a recovering alcoholic.
5 (+14), Deception 6 (+9) , Expertise: Law Enforcement 7 (+9), Relationships: Renee still has strong feelings for her
Expertise: Philosophy 3 (+5), Expertise: Streetwise 8 (+10), ex-girlfriend Kate Kane (See Batwoman, Vol. 1). She had a
Insight 5 (+8), Intimidation 6 (+8), Investigation 9 (+11), very close relationship with the first Question and is slowly
Perception 7 (+10), Ranged Combat: Guns 7 (+11), Sleight of becoming friends with Aristotle Tot Rodor.
Hand 2 (+6), Stealth 6 (+11), Vehicles 4 (+8)
Who Am I?: Like her predecessor, she seeks to come to grips
with who she has been, who she is now, and who she wants
to become.

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Other Questions
In his angrier, objectivist years the Question (Vic Sage) was not the detective and combatant he later becomes. To reflect this,
lower his PL to 9, drop Awareness and Fighting by 2, and remove several combat Advantages and lower his skills, particularly
Insight and Expertise: Philosophy. The Question was briefly reimagined as an urban shaman prone to strange visions who
adhered to a neo-tribal warrior ethos. Little needs to change in his statistics to reflect this version, except that he either has
Comprehend 2 (Objects, Limited- Urban Areas Only) or a Complication that he believes he possessed such powers.

mantle of the Question both to honor her friend and begin a Allies
new phase of self-discovery and personal development.
Renee was close to several GCPD officers, including her ex-
Personality partners Harvey Bullock and Crispus Allen (see Spectre). She
has feelings for Kate Kane (see Batwoman, Vol. 1) but the
Renee Montoya is a lot like the first Question at the beginning two are no longer involved. The first Question was her close
of his career: cynical, pessimistic and often angry. Also like the friend and mentor. She also counts Richard Dragon and Ar-
first Question, she is slowly changing; not that shes becom- istotle Rodor as advisors and teachers. She has worked with
ing like her predecessor, but she is on a path to finding her agents of S.H.A.D.E. and the Huntress.
own brand of inner peace and enlightenment.
Enemies
Powers & Abilities
Renees life as a cop was ruined by Two-Face, and since be-
Renee Montoya is a skilled investigator, martial artist and
coming the Question she has had several run-ins with the
markswoman.
Religion of Crime.

Ragman The suit of rags is a protector golem requiring a human host.


It was originally created by a sixteenth-century order of rab-
Real Name: Roy Regan
bis, and has been carefully passed down over the centuries
Occupation: Vietnam veteran, vigilante until it was inherited by its modern host, Roy Regan, from
Base: Gotham City, Rags and Tatters pawn shop his father.

Roy is the first contemporary owner of the suit of rags to


achieve symbiosis, allowing him to fight crime as Ragman.
Roy joined the Shadowpact to confront Specter and devel-
oped feelings for fellow teammate Enchantress, but she
mocked his advances. During the Shadowpacts confronta-
tion with Pentacle in Riverrock Wyoming, Ragman was nearly
killed by Bagman, a super-villain with very similar powers.

When Roy accidentally got trapped in the suit of rags, he


was nearly killed by the evil souls it had captured. Roy was
saved by the centurion Marcus Liberius who reveals the suit
of rags is only one form of a great collector artifact which
has been around since the time of Abraham, around 1812
b.c.e. Marcus believes the suit does not simply trap evil souls,
but allows them to work off their sins for redemption in the
afterlife.

Personality
Ragman is exceedingly altruistic. He loves his community
and goes out of his way to keep hope alive for its law-abiding
residents. Running his fathers pawn shop allows him to buy
things from those in need of money.

Powers & Abilities


Each one of the rags in Ragmans suit contains the captured
soul of an evildoer. Ragman can draw power from these souls,
temporarily gaining their physical prowess, knowledge and
talents.

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Ragman PL10
STR STA AGL DEX FGT INT AWE PRE Offense

2 2 4 3 6 2 4 2 Initiative +4
Absorb Evildoer +10 Close, Movement (Dimensional)
Powers
Attack, Resisted by Parry, DC 21
Absorb Evildoer: Movement 1 (DimensionalPocket
Suit of Rags +10 Close, Affliction 5, Resisted by Dodge
Dimension), Additional Ranks 10 (Limited to increase DC),
Attack (Resisted by Parry), Affects Insubstantial 2 (Full Unarmed +10 Close, Damage 2
Ranks), Grab-based, Limited to absorbing the souls of
Defense
evildoers 10 points
Detect Evil: Senses 4 (Accurate Ranged Detect Evil) 4 points Dodge 8 Fortitude 6
Enhanced Abilities: Regeneration 5; Variable 5 (Traits of
Parry 8 Toughness 5/2*
absorbed evildoers, 25 power points), Move Action 45 points
Levitation: Flight 1 (4 MPH) 2 points Will 8 *Without Defensive Roll.
Pulled to Danger: Teleport 8, Accurate, Uncontrolled 16 points
Power Points
Suit of Rags: Affliction 5 (Resisted by Dodge; Hindered &
Impaired, Defenseless & Immobile), Limited Degree, Extra Abilities 50 Skills 36
Condition; Extra Limbs 1 (Prehensile Cape); Feature 1 (Quick
Powers 84 Defenses 14
Change) 7 points
Advantages 19 Total 203
Advantages
Complications
Agile Feint, Assessment, Close Attack 4, Connected, Contacts,
Defensive Roll 3, Eidetic Memory, Fearless, Improved Grab, Motivation: Doing good works and giving hope to good
Languages (Hebrew), Move-by Action, Power Attack, Redirect, people.
Ritualist, Tracking Obsession: Absorbing the souls of evildoers into the suit of rags.
Skills Power Loss: On rare occasions the souls absorbed by the
suit of rags are able to rebel and collectively escape the suit,
Acrobatics 8 (+12), Athletics 6 (+8), Expertise: History 2 (+4),
depriving Ragman of souls to mimic.
Expertise: Magic 8 (+10), Expertise: Religion 4 (+6), Expertise:
Tactics 4 (+6), Insight 7 (+11), Intimidation 8 (+10), Investigation Secret Identity: Roy Regan
6 (+8), Perception 7 (+11), Stealth 8 (+12), Technology 2 (+4),
Vehicles 2 (+5)
Enemies
Allies Ragman is a foe of all evildoers, particularly those in Gotham
Ragman has worked with Batman (see Vol. 1) a number of city. He has had run-ins with the Diablos and has an evil dou-
times, and enjoys periodic membership in the Shadowpact. ble called Bagman

_ _
Ras al Ghul
The man now known as Rs al Ghl was born centuries ago
in the Arabian peninsula, part of a wandering tribe of no- Real Name: Unknown
mads. Interested in science from an early age, the young Ras
left his tribe to live in a city, where he became a scientist and
Occupation: Criminal mastermind
physician. Base: Various
There he discovered the life-renewing secret of the Lazarus
Pit, which he used to save the life of the prince of the city. plague upon the Earth that was destroying the natural en-
Unfortunately, the process also drove the prince mad and he vironment. He built up the Demon as a powerful worldwide
murdered al Ghls wife Sora, framing the physician for the criminal conspiracy, using the League of Assassins (or the
crime. Fleeing the city, Ras used his scientific knowledge to Demons Fang) to eliminate his enemies and earn further
infect the prince and his people with a plague. When called wealth and reputation for himself and his organization.
upon to help treat them, he killed the prince and king and led
his desert tribe to sack and destroy the city. By the modern era, Rs al Ghl was ready to launch his master
plan to save the Earth by culling the vast herd of humanity.
Armed with the secret of the Lazarus Pit, the former physician
founded a worldwide organization known as the Demon, Personality
calling himself the Demons Head (or Rs al Ghl in Arabic).
He traveled the world, gathering knowledge and fighting in Having vastly extended his own life, Rs al Ghl is arrogant in
various wars and conflicts. By the dawn of the industrial age, the extreme. With the benefits of his age and experience, he
Rs al Ghl became convinced that humanity was largely a considers himself superior to nearly everyone. Thus it is only

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-
Ra- s al Ghul PL14
STR STA AGL DEX FGT INT AWE PRE Offense
4 5 3 4 14 9 5 7 Initiative +7

Equipment Sword +20 Close, Damage 7, Crit. 18-20

Sword (Strength-based Damage 3, Improved Critical) 4 points Unarmed +18 Close, Damage 4

Advantages Defense

Accurate Attack, Assessment, Benefit 6 (The Demons Head), Close Dodge 12 Fortitude 11
Attack 4, Connected, Contacts, Defensive Attack, Defensive Roll Parry 14 Toughness 8/5*
3, Diehard, Equipment X*, Fearless, Great Endurance, Improved
Will 14 *Without Defensive Roll.
Critical (Sword), Improved Defense, Improved Initiative, Inspire,
Inventor, Jack-of-all-trades, Languages 5 (16 languages), Precise Power Points
Attack (Close, Cover), Quick Draw, Ranged Attack 5, Startle,
Takedown, Weapon Bind, Well-informed Abilities 102 Skills 55
*Rs al Ghl has as many ranks of Equipment as needed. Powers 0 Defenses 24

Skills Advantages 44 Total 225

Acrobatics 3 (+6), Athletics 6 (+10), Close Combat: Sword 2 Complications


(+16), Deception 8 (+15), Expert: Biology 10 (+19), Expert:
Arrogance: Ras believes he knows what is best for everyone
Criminal 15 (+24), Insight 8 (+13), Intimidation 8 (+15),
and the world, and that he alone has the will to do what must
Investigation 10 (+19), Perception 8 (+13), Persuasion 8 (+15),
be done to save it.
Sleight of Hand 6 (+10), Stealth 4 (+7), Technology 4 (+13),
Treatment 6 (+15), Vehicles 4 (+8) Legacy: Ras is obsessed with his own mortality and the legacy
he must leave to a worthy successor.

natural that he can see and understand things they cannot, and
has the will to take action where others hesitate. Though he
claims to have the best interests of the world at heart, Ras cares
nothing for individual human lives, save for the small handful
of people he respects. Even thoselike his beloved daughter
Taliacannot be allowed to stand in the way of his plans.

Powers & Abilities


Rs al Ghl is a brilliant and cunning man with centuries
of experience, making him a master of many scientific dis-
ciplines and a skilled warrior and leader. He controls a vast
criminal organization, armed with the wealth and resources
accumulated over many lifetimes.

His greatest resource is the Lazarus Pit, a mixture of chemicals


able to restore life and health to the dead, which he has used
to maintain his youth and vitality for centuries. The pits are
kept in secret locations around the world, the secret of their
making closely guarded. The Lazarus Pit is largely a plot de-
vice for Ras (and those he favors). Gamemasters wanting to
mechanically reflect the Pits capabilities can add Immortality
18 to the villains list of traits, Limited to having access to a
Lazarus Pit and with the Side Effect that immersion in the Pit
causes temporary madness (a rank 18 Affliction).

Allies
True to his name, Rs al Ghl controls a vast global network of
followers called the Demon. The infamous League of Assassins
(made up of some of the most deadly killers in the world) is but
a part of this organization. Rs al Ghl can be expected to have
virtually any sort of mundane resource at his command.

Enemies
Al Ghls greatest and most persistent foe is Batman, whom
he calls Detective out of respect for his intellect and deduc-

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tive skills. Ras has tried on a number of occasions to convince
Batman to become his successor and eventual heir to his
criminal empire. He always hopes for success in his argu-
ments, particularly since his daughter Talia is enamored of the
Detective. Batman has always refused such offers, branding
himself al Ghls enemy.

With his ambitions for global depopulation, Ras has also


come into conflict with many of the worlds other heroes, par-
ticularly Batmans crime-fighting partners and his teammates
in the Justice League.

Talia
Of Rs al Ghls various children, only his daughter Talia has
been her fathers true and dutiful servant. Raised as a part of
her fathers criminal organization, the Demons Daughter
learned everything she needed to become a worthy succes-
sor, from combat to leadership and, most of all, unquestion-
ing loyalty to her father.

Things changed when Dr. Darkk, a member of the League of


Assassins, betrayed Ras and attempted a coup. He took Talia
prisoner, but Batman rescued her. From that time on, she was
captivated by the Dark Knight Detective. Talia later shot and
killed the traitor Darkk to save Batmans life.

Her father engineered the kidnapping of Robin, telling Bat-


man Talia had also been abducted, as part of an elaborate
scheme to test Batmans worthiness to marry his daughter
and become his heir. In spite of his attraction to Talia, Batman
refused al Ghls offer. Since then, Talia has often been torn
care. Even this act was two-sided, as Talia intended Damiens
between her love for Batman and her loyalty to her father.
sudden appearance to distract Batman from the activities of
Talia and Batmans doomed romance did produce a child, a the Demon and the League of Assassins.
son she named Damien and kept hidden from Bruce Wayne
Talia is a skilled fighter, investigator and athlete, as well as a
for some years, before eventually leaving him in his fathers
cunning tactician and administrator. She sometimes uses the
name Talia Head (a play on her fathers title) in public, and
has the vast resources of al Ghls organization at her disposal.
Talia PL8 160 points
Abilities: Str 2 Sta 3 Agl 4 Dex 4 Fgt 10 Int 5 Awe 2 Pre 4 Ubu
Equipment: Light Pistol (Ranged Damage 3), 9 points of other
equipment Ubu is al Ghls loyal and omnipresent bodyguard and
strong-arm man. Tall, bald and massively muscled, he typical-
Advantages: Accurate Attack, Assessment, Attractive, Benefit ly stands with his arms folded and face fixed in a disapprov-
5 (The Demons Daughter), Connected, Contacts, Defensive ing stare. Ubu says little, except to acknowledge his masters
Attack, Defensive Roll 3, Equipment 3, Improved Defense, commands, and is utterly loyal to Ras.
Improved Initiative, Inspire, Precise Attack (Ranged; Cover),
Quick Draw, Ranged Attack 4, Takedown, Well-informed
Skills: Acrobatics 8 (+12), Athletics 8 (+10), Close Combat: Ubu PL8 93 points
Unarmed 2 (+12), Deception 8 (+12), Expertise: Criminal 8
Abilities: Str 5 Sta 5 Agl 1 Dex 2 Fgt 9 Int 0 Awe 1 Pre 1
(+13), Insight 6 (+8), Intimidation 6 (+10), Investigation 8 (+13),
Perception 8 (+10), Persuasion 6 (+10), Ranged Combat: Guns 4 Advantages: All-out Attack, Chokehold, Defensive Roll 2,
(+8), Sleight of Hand 4 (+8), Stealth 6 (+10), Technology 4 (+9), Fast Grab, Great Endurance, Improved Grab, Improved Hold,
Treatment 4 (+9), Vehicles 4 (+8) Improvised Weapon, Interpose, Power Attack, Takedown
Offense: Initiative +8, Pistol +12 (Ranged, Damage 3), Skills: Athletics 4 (+9), Close Combat: Unarmed 2 (+11), Insight
Unarmed +12 (Close, Damage 2) 4 (+5), Intimidation 6 (+7), Perception 4 (+5), Ranged Combat:
Throwing 6 (+8), Treatment 2 (+2), Vehicles 4 (+6)
Defense: Dodge 10, Parry 10, Fortitude 7, Toughness 6/3*, Will 9
*Without Defensive Roll Offense Initiative +1, Unarmed +11 (Close Damage 5)
Totals: Abilities 68 + Powers 0 + Advantages 28 + Skills 47 + Defense: Dodge 8, Parry 9, Fortitude 10, Toughness 7/5*, Will 6
Defenses 17 = Total 160 *without Defensive Roll
Complications: Conflicted Loyalties: Talia is in love with Totals: Abilities 48 + Powers 0 + Advantages 12 + Skills 16 +
Batman, but loyal to her father. Defenses 17 = Total 93

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Andre Nutter (order #3338244) 1
Ravager The first Ravager was Deathstrokes eldest son, Grant Wilson,
who died while trying to fulfill a H.I.V.E. contract to kill the
Teen Titans. The second Ravager was a minor character who
tried to assassinate Batman. The third Ravager was Death-
strokes rival Bill Walsh, who died in an attempt to kill Death-
stroke. Deathstrokes half-brother Wade DeFargle became the
fourth Ravager, but Deathstroke engineered his death and
replaced him with Rose Wilson.

As the fifth and current Ravager, Rose Wilson began training


as her fathers apprentice after he brainwashed her in an at-
tempt to mold Rose in his own image. Deathstroke injected
Rose with the same serum that gave him his own powers. As
a side effect, Rose became highly aggressive and mentally
unstable, cutting out her own eye to be more like her father.

While training with Nightwing, Rose became disgusted with


her fathers indifference to her well-being. Hating her father
for what he had done to her, Rose struck off on her own to
become a hero, eventually joining the Teen Titans.

Ravager PL10
STR STA AGL DEX FGT INT AWE PRE Skills

6 5 7 8 11 2 3 2 Acrobatics 7 (+14), Athletics 2 (+8), Deception 5 (+7), Expertise:


Streetwise 3 (+5), Expertise: Tactics 3 (+5), Insight 6 (+9), Intimidation
Powers 10 (+12), Perception 8 (+11), Stealth 8 (+15), Technology 8 (+10)
Body Armor: Impervious Protection 4; Senses 1
Offense
(Communication Link); Removable (-2 points) 7 points
Energy Katanas: Strength-based Damage 3, Improved Initiative +19
Smash, Penetrating 5, Split 2, Easily Removable (3 points), Energy Katana +11 Close, Damage 9, Penetrating 5, Split 2
Indestructible 8 points
Energy Shield: Impervious Protection 3 1 point Unarmed +11 Close, Damage 6
Enhanced Brain Capacity: Enhanced Advantages (Eidetic
Defense
Memory); Enhanced Intellect 1; Quickness 2, Limited to
Mental 4 points Dodge 11 Fortitude 10
Enhanced Senses: Enhanced Awareness 1; Senses 8 (Acute Parry 11 Toughness 9
Smell, Danger Sense, Darkvision, Extended Rapid Hearing,
Extended Rapid Vision) 10 points Will 8
Heightened Reflexes: Enhanced Advantages (Evasion 2)
Power Points
2 points
Heightened Speed: Enhanced Advantages (Improved Abilities 84 Skills 30
Initiative 1); Quickness 1; Speed 3 (16 MPH) 5 points Powers 44 Defenses 14
Precognition: Enhanced Advantages (Improved Initiative
2, Redirect, Seize Initiative, Uncanny Dodge); Senses Advantages 30 Total 202
4 (Precognition), Limited to 1 round into the future,
Complications
Unreliable 7 points
Super-Strength: Enhanced Strength 1, Limited to Lifting Addiction: Rose struggles with an addiction to synthetic
(Lifting Str 7; 3 tons) 1 point adrenaline, which boosts her precognitive abilities but
destabilizes her metabolism and overall health.
Equipment
Quirk: Due to brainwashing and injection with experimental
Combat Knife: Strength-based Damage 2, Improved Critical serums, Rose occasionally suffers psychotic breaks such as the
3 points one that led her to cut out her own eye.
Advantages Relationship: Roses dysfunctional and convoluted family
history has led to conflicts with her brother Jericho and her
Accurate Attack, Agile Feint, Assessment, Chokehold,
father Deathstroke (see Vol. 1). Rose loves her father, at the
Defensive Attack, Eidetic Memory, Equipment, Evasion 2,
same time hating him for everything he has done.
Fearless, Great Endurance, Improved Aim, Improved Defense,
Improved Disarm, Improved Grab, Improved Hold, Improved
Initiative 3, Improved Smash, Improved Trip, Instant Up, Jack-
of-all-trades, Languages 2, Move-by Action, Power Attack, Real Name: Rose Wilson
Precise Attack (Ranged; Cover), Prone Fighting, Quick Draw,
Ranged Attack 4, Redirect, Seize Initiative, Startle, Takedown,
Occupation: Super-hero, former mercenary
Teamwork, Uncanny Dodge Base: None

128 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Personality and reflexes combined with extensive combat training. Rose
also possesses the ability to see several seconds into the fu-
Rose is a strong but conflicted woman. She is a good person ture, allowing her to counter her foes actions.
who, due to her fathers brainwashing, has done evil things in
the past and remains capable of great violence. Since reject- Allies
ing her fathers ways, Rose has striven to find her own path,
but she is more like her father than she will admit. Rose is a member of the Teen Titans trained under Nightwing.
She occasionally teams up with her father, Deathstroke.
Powers & Abilities
Enemies
All incarnations of Ravager have sought to reproduce Death-
strokes powers and abilities, including heightened strength Roses father, Deathstroke, is also her most hated enemy.

Raven
Raven has a long and tumultuous history. It begins with her
mother, Angela Roth, a teenage runaway who found refuge
in the Church of Blood, where she became impregnated by
the demon lord Trigon. Horrified by the possibilities of what
her child would be, Angela fled and was welcomed in Az-
arath, a mystical realm home to a pacifist civilization. Taking
the name Arella, she gave birth to Raven among the monks.

Raven was raised to keep her emotions under control in order


to prevent her demonic heritage from gaining release. When
she turned eighteen, she learned that Trigon was her father
and that he intended to invade Earth. Determined to stop her
father, she contacted the Justice League for help, but Zatanna
detected her demonic essence and they refused to aid her.

Distraught, Raven gathered a new Teen Titans team, who


agreed to help her and considered her (and each other) as
family. With the Teen Titans, Raven found the emotional
warmth she could not have in Azarath, but she remained
gloomy and detached as part of her self-discipline. When Tri-
gon finally made his move and kidnapped Raven, the Teen Ti-
tans fought and defeated him, and Arella served as his guard-
ian in an extradimensional prison.

Ravens control slipped a couple of times, revealing that Tri-


gon could still influence herthough not control herand
he eventually escaped imprisonment, determined to achieve
his evil plan. He transformed Raven into a demonic form,
forcing her friends to kill her. Her death freed the souls of the
recently destroyed Azarath, who used Raven as a channel to
banish Trigon and return Raven to life, after which she van-
ished.

Brother Blood found her and used her to control Robin, but
the Titans freed them both. Raven adopted a white cloak
as part of her costume, to represent her freedom from her
fathers influence. After many adventures with her friends,
Raven was once more overcome, this time by the corrupted
souls of Azarath, who awoke the demon side of her nature.
The Titans, with the help of Arella and recent recruit Danny
Chase, were able to cleanse the souls of Azarath by destroy-
ing Ravens body.

Real Name: Rachel Roth


Occupation: Student, mystic guardian
Base: Titans Tower

Heroes & Villains, Vol. 2 129


Andre Nutter (order #3338244) 1
Raven PL10
STR STA AGL DEX FGT INT AWE PRE Offense

0 1 2 2 2 3 5 3 Initiative +2

Powers Unarmed +8 Close, Damage 0


Empathy powers +8 Ranged, Effect varies 12
Empathy: Magic Array (25 points)
Read Emotions: Mind Reading 15, Subtle 2, Limited to Personal Dreamscape +8 Ranged, Illusion 10
Emotions; Senses 8 (mental; Extended Accurate Emotion
Awareness, Acute Mental Senses, Tracking (emotion Defense
awareness), Magic Awareness) 25 points Dodge 8/15** Fortitude 8
Ease Pain: Healing 22 (psychic), Persistent, Restorative
Parry 7/15** Toughness 5/1*
(magic effects), Stabilize, Side-Effect 2 (suffer Affliction
10 (excruciating pain, Resisted by Will; Dazed and Dodge Will 12 *Without Defensive Roll.
Impaired)) 1 points **If able to use Ravensoul Shield
Emotion Manipulation: Ranged Affliction 12 (psychic;
Resisted by Will; Entranced, Compelled, Controlled), Power Points
Progressive, Limited (only instills emotions); Side-Effect Abilities 36 Skills 33
(Affliction 10 (nausea; resisted by Fortitude; Dazed and
Powers 105 Defenses 25
Attack Impaired)) 1 point
Inflict Pain and Terror: Ranged Affliction 12 (psychic; Advantages 12 Total 211
Resisted by Will; Attack Impaired and Dazed, Dodge Disabled
and Stunned), Extra Condition, Limited Degree 1 point Complications
Numb Emotions: Ranged Affliction 12 (psychic; Resisted Power Loss: Ravens Soul Self can be damaged or even
by Will; Entranced and Insight Impaired), Extra Condition, captured by an opponent using the right magic or amount of
Linked, Limited Degree 2 Linked to Nullify Mental Effects power. In this case, she cannot use Soul Self Incarnate or the
12, Simultaneous (all emotion effects), Limited (emotion powers in the Soul Self array. She languishes and may die if
effects) 1 point forcibly separated from her Soul Self for too long.
Personal Dreamscape: Ranged Illusion 10 (psychic,
All Senses), Insidious, Precise, Limited to One Subject, Power Nexus: Because of her heritage and the knowledge
Reduced Range, Resistible (Will) 1 point she has gained over the years, Raven is the target of many
Flight: Flight 3 (16 MPH) 6 points supernatural forces who wish to use her for their own dark
Soul Self: Magic Array (47 points) purposes.
Astral Projection: Remote Sensing 23 (astral travel; All Powerful Empath: Ravens self-control sometimes slips and
Senses), Feedback, Dimensional 2 (Magic Dimensions), she becomes overwhelmed by ambient emotions, suffers pain
LimitedPhysical body is Incapacitated, LimitedCannot from very strong feelings around her, or she unwittingly uses
use Empathy array, Noticeable (Raven-shaped Shadow) Emotion Manipulation and Numb Emotions on others. She
47 points always regrets these lapses. Because she denied herself any
Mass Soul Jump: Area Burst 2 (60 feet) Teleport 7 (magic; feelings until she was free from her fathers influence, she is still
120 miles), Accurate, Change Velocity, Extended, Selective, confused by her own emotions and may misinterpret what she
Limited to Extended 1 point and others around her feel.
Dimensional Shift: Area Burst 2 (60 feet) Movement 2
Uncontrolled Precognition: When Raven tries to use her
(magic; Dimensional 2 (Magical Dimensions)), Additional
Trance or Ritualist advantages, or when shes just trying to
Ranks 8 (Limited to increase DC), Selective 1 point
sleep, she can receive precognitive flashes outside her control
On Raven Wings: Area Burst 2 (60 feet) Flight 3 (16 MPH),
that knock her out and abort her attempt to use her powers
Affects Others 1 point
and/or prevent any recovery from resting.
Ravensoul Shield: Ranged Enhanced Defenses 15 (Dodge
7, Parry 8), Affects Others 1 point Trigons Firstborn: Ravens dark nature occasionally threatens
Soul Jump: Teleport 8 (magic; 1 mile), Accurate, Change to dominate her personality. When giving in to her darker
Direction, Change Velocity, Portal, Turnabout 1 point emotions or when overpowered by demonic influence, she
Soul Self Incarnate: Insubstantial 3 (psychic energy), becomes the infernal embodiment of Pride and its up to her
Activation (Move action); Feature (appear as a giant, raven- closest friends to bring her back.
like shadow); Enhanced Advantages 2 (Daze (Intimidation),
Move-by Action) 17 points
Ravens Soul Self
Advantages
While impressive, in terms of mechanics the raven-like
Accurate Attack, Daze (Intimidation), Defensive Roll 4, Fascinate manifestation of Ravens Soul Self is merely a visual,
(Intimidation), Improved Trip, Leadership, Move-by Action, narrative effect. The Soul Self array groups the more
Ritualist, Startle, Trance, Uncanny Dodge physical of Ravens powers, and its jet-black manifes-
Skills
tation appears when she uses them, covering each
powers area, and flying toward their target. While she
Close Combat: Unarmed 6 (+8), Deception 5 (+8), Expertise: can assume the shadow-ravens likeness with the Soul
Magic 6 (+9), Expertise: Theology 6 (+9), Insight 12 (+17), Self Incarnate power, she retains the use of all her
Intimidation 11 (+14), Perception 5 (+10), Persuasion 9 (+12), powers in either shape.
Ranged Combat: Empathy 6 (+8)

130 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
This essence of Trigon within Raven was thus freed and took a behaving like a martyr when she contemplates the evil of
sentient form through which he infected others with his seed, which she is capable.
but Starfire received the good side of Ravens nature, opening
the way for Trigons defeat. Powers & Abilities
Ravens spirit wandered the Earth until a new Brother Blood Raven is a powerful empath. Her base power allows her to sense
captured her and incarnated her in the body of a teenage girl, the feelings of others and control those feelings for different ef-
created by the Churchs blood magic, with the intent of marry- fects, including healing others by taking away their pain, but
ing her and unleashing Armageddon. Her spirit cried out against she can reverse this in order to project pain directly into her vic-
this, reaching her friends, who promptly rescued her and appar- tims mind. She can suffer effects ranging from nausea to crip-
ently ended the threat of the Church of Blood once and for all. pling pain, depending on the strength of the power she used.
Her most powerful abilities reside in her Soul Self, which she
Raven took the name Rachel Roth and enrolled in high
can separate from her body to travel astrally, influence others,
school to try her hand at the life of a normal teenage girl.
teleport herself and allies, absorb attacks and many other pow-
During this time, she moved between the most recent in-
ers she continues to improvise. Her Soul Self manifests either as
carnation of the Teen Titans and her original friends, who
a giant ravenlike shadow or as a shadowed version of her hu-
were now adults. Because she discovered that she is not
man form. While she is knowledgeable in sorcery and trained in
actually free of Trigon and may become the embodiment
hand-to-hand combat, she seldom uses these abilities.
of the Sin of Pride if she is not careful, she initially rejects
a relationship with Beast Boy, but eventually accepts and Allies
reciprocates his love.
He allies include former and current members of the Titans
Personality and Teen Titans. Starfire is her closest friend, and she finally
reciprocated Beast Boys love.
Raven was goth and emo before it was fashionable, and she
was fully justified in this behavior. For years she had to keep a Enemies
tight control on her own heart for fear of unleashing Trigons
evil, and so behaved like a cold, emotionless automaton. Even Her greatest enemies are the demon Trigon and everything
after freeing herself from her heritage, she remains aloof and derived from him, including her half-brothers. The Church of
sometimes downright scary. Despite her cool and impassive Blood and their leader, Brother Blood, continue to pursue her
exterior, she is prone to roiling emotions, self-torment and for her demonic ties.

The Ray
Ray Terrill was raised in darkness, literally and figuratively.
Once the famed Night Boy, as a young adult Ray learned
that his severe allergy to sunlight was a lie told to disguise his
light-based super powers, which he inherited from his father
Happy Terrill, the costumed mystery-man who was the first
Ray. From Happy, Raymond learned to master his metahuman
abilities and became the second heroic Ray. The estranged pair
continue to work to overcome their dysfunctional relationship.

After stints with the Justice League Task Force and as a JSA
reservist, Raymond finally found a home in the third Freedom
Fighters and a father figure in Uncle Sam. Unfortunately, Ray
saw his teammates brutally murdered during the Infinite Crisis
and was taken prisoner as part of Alexander Luthors schemes.
Once freed, Raymond eventually rebounded and joined the
current Freedom Fighters, dispatching the traitorous third Ray
in the process. Raymond currently remains a core member of
the team, and is finally on better terms with his father.

Personality
Ray is a good man striving to be a better hero, searching for a
father figure to guide him on this path. He sometimes shows

Real Name: Raymond C. Ray Terrill


Occupation: Adventurer
Base: Philadelphia, PA

Heroes & Villains, Vol. 2 131


Andre Nutter (order #3338244) 1
The Ray PL10
STR STA AGL DEX FGT INT AWE PRE Skills
3 4 3 3 3 3 3 1 Acrobatics 6 (+9), Close Combat: Unarmed 3 (+6), Deception
4 (+5), Expertise: Business 2 (+5), Expertise: Computers 6 (+9),
Powers Intimidation 4 (+5), Persuasion 4 (+5), Ranged Combat: Solar
Energy Form: Enhanced Advantage 6 (Agile Feint, Defensive Radiation 7 (+10)
Roll 2, Evasion 2, Improved Initiative); Enhanced Skill 3
Offense
(Acrobatics 6); Feature 1 (Quick Change); Immunity 11
(Aging, Life Support); Senses 8 (Communication Link Initiative +7
(Mental, with Happy Terrill); Detect Electromagnetic Light Rays Ranged, Cone Area Damage 10
Radiation (Visual Sense), Accurate, Acute, Analytical,
Ranged; Direction Sense); Activation (Move Action, -1 point) Unarmed +6 Close, Damage 3
28 points
Defense
Solar Radiation Control: Dynamic Array (40 points),
Activation (Move Action, 1 point) Dodge 12 Fortitude 9
Energy Aura: Damage 10, Reaction, Dynamic 41 points Parry 12 Toughness 6/4*
In a Blaze of Power: Flight 19 (1,000,000 MPH), Dynamic
2 points Will 11 *Without Defensive Roll.
Light Rays: Ranged Cone Area Damage 10, Penetrating 5,
Power Points
Dynamic 2 points
Solid-Light Constructs: Create 10, Movable, Dynamic Abilities 46 Skills 15
2 points
Powers 88 Defenses 33
Energy Absorption: Close Range Nullify Heat & Light
Effects 10, Broad, Effortless, Perception Area (Detect- Advantages 1 Total 183
Dependent), Simultaneous, Reduced Range, Dynamic
Complications
2 points
Blinding Light: Ranged Cumulative Perception Area Doing Good: Ray aspires to be a true hero.
(Visual) Affliction 10 (Resisted by Fortitude; Impaired,
Secret: Ray keeps his true identity a secret to protect his loved
Disabled, Unaware), Limited to Visual Senses, Dynamic
ones.
2 points
Bend Light: Concealment 4 (All Visual Senses), Attack Power Loss: When in his energy form, Ray is vulnerable to
(Resisted by Dodge), Dynamic 2 points prisms, crystals and other objects that refract light. Being
Invisibility: Concealment 4 (All Visual Senses), Dynamic refracted can force him to revert to his human form. Ray must
2 points be able to absorb natural light in order to use his powers. Broad
Light Projection: Environment 10 (Bright Light, Eliminates daylight or a searchlight allows him to operate at full power,
Concealment), Dynamic 2 points while an overcast day leave his powers Impaired (-2 ranks).
Re-Energize: Healing 10, Limited to Self, Dynamic 2 points Moonlight and similar levels of illumination Disable his powers
Lightspeed: Movement 1 (Space Travel 1) 1 point (-5 ranks), and total darkness renders him powerless.

Advantages Relationship: Ray has a complicated history with his father


Happy, the original Ray.
Agile Feint, Defensive Roll 2, Evasion 2, Extraordinary Effort,
Improved Initiative Weakness: Ray is especially vulnerable to black-light energy.

his inexperience in dealing with people, a weakness resulting


Allies
from his isolated childhood. Ray is close to his hipster cousin Hank Terrill and girlfriend
Jazz. He was mentored by Black Canary II and had a brief af-
Powers & Abilities fair with her. Ray was close to Triumph and the second Black
Condor, and is currently a member of the Freedom Fighters.
Rays body absorbs light and he can convert his form to pure
energy, instantly healing wounds in the process. He can proj-
ect beams of light at varying intensities, and by concentrating Enemies
can create constructs made of solid light. Ray can also fly at
The original Dr. Polaris was the Rays most persistent foe, and
tremendous speeds.
Terrill bears a grudge against the usurping third Ray, Stan Silver.

TM

132 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Red Devil
Red Devil PL10
STR STA AGL DEX FGT INT AWE PRE
7 7 8 1 9 3 1 3
Powers
Demonic Form: Enhanced Agility 6; Enhanced Fighting 4;
Enhanced Presence 2; Enhanced Stamina 6; Enhanced
Strength 6; Extra Limbs 1 (Tail); Flight 3 (Gliding, Wings);
Immunity 1 (Heat); Regeneration 3 55 points
Fire Breath: Damage 9, Inaccurate 2, Reach 2 (10 feet) 9 points
Fire Portal: Teleport 16 (250 miles) 32 points
Red-Hot Skin: Reaction Damage 3 12 points

Advantages
Close Attack 4, Evasion, Great Endurance, Improved Grab,
Improved Initiative, Inventor

Skills
Acrobatics 4 (+12), Athletics 4 (+11), Expertise: Superheroes
(especially Blue Devil) 8 (+11), Insight 4 (+5), Perception 4 (+5),
Persuasion 4 (+7), Technology 8 (+11)

Offense
Initiative +12
Unarmed +13 Close, Damage 7
Fire Breath +9 Close, Damage 9, Reach 10 feet
Eddie Bloomberg was a gofer for his Aunt Marlas film com-
Defense
pany, the same company that employed Blue Devil. He idol-
ized Cassidy and his character Blue Devil so much that Ed- Dodge 12 Fortitude 9
die broke into Cassidys workshop and used the Blue Devil Parry 10 Toughness 7
suit designs to build his own Kid Devil suit, which he then
used to fight alongside Blue Devile for a brief timewith Will 6
mixed results. Following his aunts death, Eddie struggled Power Points
to find a purpose, ultimately making a deal with Neron for
powers (the demon really only triggered Eddies metagene), Abilities 30 Skills 18
though he didnt expect the freakish appearance that came Powers 108 Defenses 12
with them. Many adventures followed, always with mixed Advantages 8 Total 175
success, and Eddies relationship with Cassidy ended poorly.
Eventually, after losing his powers to Brother Blood, a very Complications
human Eddie died heroically during Calculators revenge
Appearance: Eddie looks like a demonic humanoid and cant
scheme against the Titans.
change back to a normal appearance.
Infernal Overlap: Despite the fact that he is a metahuman and
Personality not born of infernal origins, Red Devil suffers many of the same
Eddie has an enthusiastic need to prove himself worthy of weaknesses as actual demons. He can be damaged simply by
being a hero and deep-seated insecurities, which combine in proximity to holy ground and religious artifacts.
him over-compensating with more zeal than skill. Insecurities: Eddie suffers from raging insecurities regarding
his value as a hero (and a person) that stem from abandonment
Powers & Abilities issues with Blue Devil and Eddies Aunt Marla.

Red Devil is a metahuman. His strength, speed and durabil- attitude, Eddie is highly intelligent and technically gifted, par-
ity are enhanced beyond human limits, his body generates ticularly in electronics and engineering.
massive heat that he can direct as a gout of flame from his
mouth, and he heals much faster than ordinary people. He Allies
can teleport with the use of a flame effect. Despite his slacker
His allies include Blue Devil, Zachary Zatara, The Doom Patrol
and the rest of the Titans.

Real Name: Edward Eddie Alan Bloomberg Enemies


Occupation: Adventurer, former film-company gofer Clock King, various challengers from the Dark Side Club hold-
Base: Titans Tower ing grudges, and probably both Blaze and Neron for thwart-
ing their plans for him.

Heroes & Villains, Vol. 2 133


Andre Nutter (order #3338244) 1
Red Hood
Red Hood PL10
STR STA AGL DEX FGT INT AWE PRE
3 4 6 5 8 2 2 5
Powers
Red Hood Protection 1; Immunity 5 (Sensory Affliction
effects); Senses 2 (Infravision, Radio), Removable (-2 points)
6 points
Red Right Hand: Strength-based Damage 1, Penetrating 3,
Removable (-1 point) 3 points

Equipment
Crimson Pistols: Ranged Multiattack Damage 5 15 points
Video Camera: Feature 2 (Can both record and broadcast)
2 points
10 additional points of equipment as needed

Advantages
All-out Attack, Close Attack 8, Defensive Roll 2, Diehard,
Equipment 6, Evasion, Improved Critical (Crimson Pistols),
Improved Initiative, Move-by Action, Power Attack, Takedown

Skills
Acrobatics 8 (+14), Athletics 8 (+10), Close Combat: Unarmed
1 (+9), Deception 12 (+17), Expertise: Streetwise 8 (+10),
Intimidation 14 (+19), Perception 8 (+10), Persuasion 13 (+18),
Ranged Combat: Crimson Pistols 9 (+14), Stealth 6 (+12),
Vehicles 5 (+10)

Offense
Initiative +10
Crimson Pistols +14 Ranged Multiattack Damage 5, Critical
19-20
Red Right Hand +16 Close, Damage 4, Penetrating 3
Unarmed +17 Damage 3

Defense
Dodge 13 Fortitude 13

Orphaned as a child, Jason Todd grew up on the streets of Parry 13 Toughness 7/5*
Gotham City until Batman caught him trying to steal the hub- Will 7 *Without Defensive Roll.
caps off the Batmobile. Taking him in, Batman trained Todd
Power Points
to become the next Robin as part of the Dynamic Duountil
Robin was beaten to death by the Joker. Abilities 70 Skills 46

Resurrected by ripples in time that rewrote history, Todd Powers 9 Defenses 26


crawled out of the grave and was eventually brought back to Advantages 24 Total 175
full health by the League of Assassins and a Lazarus Pit. After
training in all the lethal methods Batman will not use, Todd Complications
returned to Gotham City and took on the name of one of Bat- Sidekick No More: Though he was once Robin, the Red Hood
mans first foes: the Red Hood. decided his path to becoming a better hero was to do what his
mentors wouldntembracing violent tactics that pushed him
When the new Red Hood ignited a war among Gothams over the edge from hero to villain.
gangs he was confronted by Batman, who prevented him
from killing the Joker. Later, when a former Robin became Reborn: The Red Hood was killed by Joker and then
resurrected through a cosmic quirk and the use of a Lazarus
the new Batman, the Red Hood returned and the two former
Pit, a journey that has made him more violent and left his mind
sidekicks fought on opposite sides of the law.
slightly unhinged.
Personality
The Red Hood considers himself a hero, but his willingness Real Name: Jason Todd
to meet criminals violence with deadly force means the rest Occupation: Villain Base: Gotham City
of the world considers him a villain. Unlike other heroes, for

134 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
whom war on crime is a catharsis, the Red Hood dives into Allies
combat as an outlet for his consuming rage.
As the Red Hood, Jason Todd betrays allies as quickly as he
Powers & Abilities makes them. The closest he has come to a true ally was a
young girl he made into Scarlet, his version of Robin.
The Red Hood has no powers, but he was trained by Batman
in both combat and the arts of detection. The Red Hood has Enemies
become a self-trained master of guns and other weapons
shunned by Batman, and carries a pair of pistols and a fero- The Red Hoods primary enemies are Batman and all those who,
ciously sharp blade he calls his red right hand. He has also like him, have worn a Robin costume. He also still holds the Joker
proven to be a master manipulator and strategist and car- responsible for killing him, and has tried several times to get le-
ries a video camera that he uses to broadcast his victories thal revenge. In marking his place among Gothams heroes and
to the world. villains, the Red Hood has made foes of most of them, in particu-
lar Black Mask and Gotham police commissioner Gordon.

Red Lantern Corps


Long before the formation of the Green Lantern Corps, the
Guardians of the Universe created the android Manhunters
to enforce order throughout the cosmos. An error arose in the
Manhunters programming, leading their emotionless ma-
chine minds to conclude the best way to create order was the
eradication of all life. They began in Sector 666, where they
wiped out all but five of its billions of inhabitants before the
Guardians discovered the threat the Manhunters posed and
attempted to shut them down. The Manhunters fled to the
dark corners of the universe.

The survivors of Sector 666 became the Five Inversions, a ter-


rorist cell dedicated to destroying the Guardians of the Uni-
verse. They formed the Empire of Tears and discovered the
Prophecy of the Blackest Night, uncovering arcane secrets
before they were defeated and imprisoned on the planet Ys-
mault. One of the Inversions, Atrocitus, used the prophecy to
influence Green Lantern Abin Sur of Space Sector 2814, caus-
ing a crisis of confidence that eventually led to Surs crash and
demise on Earth (see Atrocitus in Vol. 1).

Atrocitus later used arcane rituals to create the first red power
battery, bathing it in blood by using it to beat to death the
other members of the Five Inversions. Thus he tapped into
the red light of rage and raised the great red lantern from
a pool of blood on Ysmalt, also creating the first red power
rings.

The Red Lanterns feel great rage. The red ring replaces the
wearers heart, which no longer beats, and transforms their
blood into a fiery plasma the Red Lanterns can vomit out.
They burn with rage even in the emptiness of space. Most
wearers of the red ring are so consumed with rage they are
barely sentient and more like feral animals. Wielders like
Atrocitus, who manage to hold on to their sense of self, can
also use the red light to form constructs, similar to other
power rings.

Base: Ysmault
Current Members: Atrocitus, Abyssma,
Antipathy, Dex-Starr, Fury-6, Haggor, Ratchet,
Veon, Vice, Zilius Zox

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Andre Nutter (order #3338244) 1
The Butcher Dex-Starr PL11 174 points
The Entity of the red light of rage is called the Butcher, Abilities: Str 2* Sta 2 Agl 2 Dex 0 Fgt 5 Int 0 Awe 1 Pre 0
said to have arisen from the first murder. The Butcher
has the appearance of a massive blood red, bull-like Powers: Shrinking 8 (Permanent, Innate); Power Ring (115
creature, with curving horns and bearing the emblem of point device, Removable (23 points), AI and Database
the Red Lanterns on the bony ridge of its skull. It is the (Feature 2 (AI and Database), Senses 1 (Communication link
embodied essence of rage and murderous fury. to Central Power Battery)), Flight (Flight 14 (32,000 MPH),
Movement 4 (Environmental Adaption (Zero-G), Space Travel
3)), Force Field (Protection 10, Impervious; Immunity 10
(Life Support)), Heartless (Feature (Heart of equivalent vital
Dex-Starr organs are no longer essential to survival), Regeneration 1),
Red Light of Rage (Array (28 points) Lifting (Create 14),
Dex-Starr was originally a stray kitten on Earth, found and ad- AE: Fires of Rage (Ranged Damage 14), AE: Burning Blood
opted by a lonely woman in Brooklyn, New York, who named (Damage 8, Reach 2, Sustained (extinguished by a cessation
it Dexter. An intruder broke into the womans home and killed of rage or the Blue Light of Hope), Power of Rage (Senses
her, despite Dexters best efforts to save her. The police threw 3 (Acute Detect Rage), Feature 3 (Lanterns other than
him out of the apartment into an alley. A cruel pair of street Blue lose ring power more quickly than normal defending
thugs later grabbed the now homeless cat, stuffed him in a against the Red Light), Universal Translator (Comprehend
Languages 4))
sack and threw him off the Brooklyn Bridge to drown him, but
a red power ring found him on the way down. Dex-Starr of Advantages: All-out Attack, Power Attack
Earth, it said, You have great rage in your heart. You belong Skills: Acrobatics 7 (+9), Close Combat: Burning Blood 8 (+13),
to the Red Lantern Corps. Intimidation 10 (+6*), Perception 5 (+6), Ranged Combat:
Power Ring 8 (+8)
Dex-Starr is on a quest to find the man who killed his mistress
so he can kill him. The small blue-gray cat is one of the most Offense: Initiative +2, Burning Blood +13 (Close, Damage 8,
vicious, cruel members of the Red Lantern Corps and a regu- Sustained), Fires of Rage +8 (Ranged, Damage 14)
lar companion of Atrocitus. Defense: Dodge 10*, Parry 10*, Fortitude 8, Toughness 12, Will
14 *Includes size modifiers.
Totals: Abilities 20 + Powers 109 + Advantages 2 + Skills 19 +
With blood and rage of crimson red, Defenses 24 = Total 174
Ripped from a corpse so freshly dead, Complications: MotivationRage: Like other Red Lanterns,
Together with our hellish hate, Dex-Starr is motived by pure rage. Cat: Dex-Starr is an Earth
Well burn you all That is your fate! feline, with all its associated drawbacks.

Red Robin
As a boy, Tim Drake figured out that Bruce Wayne was se-
cretly Batman. Impressed by the boys deductive powers, Real Name: Tim Wayne
Batman began training him to be Robin. After Drakes father Occupation: Hero
was killed, Bruce Wayne adopted Tim, making him not only Base: Mobile
his sidekick but his son. When everyone else believed Bat-
man was dead, Tim was the only one who remained con-
fident that Batman was alive. Determined to find Batman
but wary of the attention he would attract as Robin, Tim Powers & Abilities
adopted the costume of Red Robin, once worn by Robin-
Red Robin is a highly trained acrobat and martial artist, but
gone-bad Jason Todd.
his best weapon is his mind. He is nearly as capable with com-
As Red Robin, he found the clues Batman left while lost in puters as Oracle, and as a detective is second only to Batman,
time and managed to deal the League of Assassins a substan- respected even by master strategists like Rs al Ghl. He car-
tial blow from within before returning to Gotham City to take ries a utility belt, but it is significantly streamlined compared
his place among the protectors of the city. to the one he wore as Robin and includes the heavy throwing
discs made by Jason Todd.
Personality
Allies
As Red Robin, Tim Wayne has moved beyond being Batmans
Red Robins closest allies are Batman and his other Gotham al-
sidekick to become a hero in his own right. Red Robin is con-
lies, including Oracle and Nightwing. Some of his best friends
fident and capable, and as a result of Batmans training he
are other young heroes such as Superboy, Kid Flash and Won-
often has plans within planssome of which require him to
der Girl, who were members with him of both Young Justice
watch his friends as closely as his enemies.
and the Teen Titans.

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Andre Nutter (order #3338244) 1
Red Robin PL9
STR STA AGL DEX FGT INT AWE PRE Skills

2 2 5 5 8 5 4 3 Acrobatics 8 (+13), Athletics 8 (+10), Close Combat: Unarmed


2 (+10), Deception 9 (+12), Expertise: Criminology 8 (+13),
Equipment Expertise: Computers 10 (+15), Expertise: Streetwise 9 (+14),
Armored Cowl: Protection 2, Senses 1 (Darkvision) 4 points Insight 10 (+14), Intimidation 8 (+11), Investigation 11 (+16),
Grapnel: Movement 1 (Swinging) 2 points Perception 11 (+15), Persuasion 7 (+10), Ranged Combat:
Utility Belt: Array (12 points) Throwing Discs 9 (+14), Sleight of Hand 7 (+12), Stealth 10
Flashbang Grenades: Ranged Burst Area Affliction 4 (+15), Technology 8 (+13), Treatment 5 (+10), Vehicles 8 (+13)
(Resisted by Fortitude; Visual and Auditory Impaired, Visual Offense
and Auditory Disabled, Visual and Auditory Unaware)
12 points Initiative +9
Bo Staff: Strength-based Damage 2, Reach 1 1 point Bo Staff +14 Close, Damage 4, Reach 1, Crit. 19-20
Smoke Bombs: Cloud Area Visual (All) Concealment Attack
4 1 point Throwing Discs +14 Ranged, Multiattack Damage 3,
Throwing Discs: Ranged Strength-based Multiattack Ricochet 2
Damage 1, Ricochet 2 1 point Unarmed +16 Close, Damage 2
8 additional points of equipment as needed
Defense
Vehicle: Redbird Cycle 11 points
Size: Medium Str: 1 Speed: 6 Def: 0 Tou: 8 Features: Dodge 12 Fortitude 8
Navigation System Parry 12 Toughness 6/2*

Advantages Will 10 *Without Armored Cowl and


Defensive Roll.
All-out Attack, Benefit 4 (Wealth), Close Attack 6, Connected,
Contacts, Defensive Roll 2, Equipment 8, Evasion, Extraordinary Power Points
Effort, Hide in Plain Sight, Improved Critical (Bo Staff ), Improved
Abilities 68 Skills 74
Initiative, Improvised Tools, Instant Up, Interpose, Languages 4,
Move-by Action, Power Attack, Quick Draw, Set-up, Takedown, Powers 0 Defenses 23
Teamwork, Tracking, Uncanny Dodge Advantages 43 Total 208

Complications
Enemies
The Hero Remade: Red Robin struggles to carry on the ideals
Red Robin has all the enemies he made in his days as Robin, of Batman while becoming a hero in his own right.
but he is especially hated by the League of Assassins, who
thought Red Robin was one of them while he worked to de- Crippled: To protect his secret identity from reporter Vicki
stroy them from within. Vale, Tim Wayne pretends to need leg braces and two canes,
which appears to make it impossible for him to be Red Robin.

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Andre Nutter (order #3338244) 1
Red Star
Red Star PL11
STR STA AGL DEX FGT INT AWE PRE
10 10 6 5 7 4 3 3
Powers
Enhanced Endurance: Impervious Toughness 8, Protection 2
10 points
Enhanced Speed: Speed 6 (120 MPH), Quickness 3, Enhanced
Advantage 3 (Improved Initiative 3) 12 points
Red Star Blast: Ranged Damage 12 24 points
Red Star Form: Alternate Form-Energy (Move Action); Flight 8
(500 MPH), Insubstantial 3, Immunity 10 (Solar Energy)
40 points
Super-Lifting: Enhanced Strength 4, Limited to Lifting
(Lifting Str 14; 400 tons) 4 points

Advantages
Benefit (Diplomatic Immunity), Great Endurance, Move-by
Action, Precise Attack (Ranged, Cover), Redirect, Set-up,
Teamwork

Skills
Athletics 6 (+16), Close Combat: Unarmed 5 (+12), Intimidation
4 (+7), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat:
Red Star Blasts 5 (+10), Technology 4 (+8), Vehicles 4 (+9)

Offense
Initiative +18
When he was a teenager, Leonid and his archaeologist father
Red Star Blasts +10 Ranged, Damage 12
investigated an alien spaceship that crashed near the Yenesi
River. The ship exploded, bathing Leonid in a strange form Unarmed +12 Close, Damage 10
of radiation that granted him super powers. Leonid was a
Defense
staunch believer in socialism and turned himself over to the
Russian government for its use. He learned to control the new Dodge 8 Fortitude 12
energy in his body and became the first Russian super hero. Parry 10 Toughness 12
Red Star eventually joined the Teen Titans and became fast Will 8
friends with its members. During his term with the Titans he
Power Points
grew especially close to Pantha. When Red Star and Pantha
quit the Titans they decided to stay together and raise the Abilities 96 Skills 20
baby Wildebeest. The combined family relocated to Science Powers 90 Defenses 12
City, Russia, where they would assist both the Russian gov-
ernment and the Titans when called on. Advantages 7 Total 225

Their happiness was shattered during the rampage of Super- Complications


boy-Prime when he forced Red Star to watch as he murdered Duty to the Motherland: Red Star is the national super hero
Pantha and Wildebeest. Red Star temporarily rejoined the of Russia. He feels a great responsibility to her people and the
Titans, but soon returned to Science City. After he repelled government. Though he is a staunch socialist, Leonid supports
an alien invasion attempt by the species whose crashed ship the current capitalist system.
originally gave him his powers, Red Star was proclaimed the
Protector of the Russian State.
Powers & Abilities
Personality Leonid was granted vast superhuman strength, speed and
Leonid is a proud Russian patriot. Though he begrudgingly endurance. Over time he developed other powers, including
made the transition to capitalism, Leonid yearns for a return the ability to transform into a form of red solar radiation.
to the glory of Russias communist past.
Allies
Red Star was a long-time member of the Teen Titans.
Real Name: Leonid Konstantinovitch Kovar
Occupation: State Protector of Russia Enemies
Base: Russia Red Star has fought many foes of the Teen Titans.

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Red Tornado
The artificial being known as Red Tornado is actually a ge-
stalt of a living cyclone entity that journeyed from the plan- Real Name: John Smith
et Rann to Earth, where it merged with an android created
by the criminal T. O. Morrow. The merger wiped the entitys Occupation: Adventurer
memory, and so it believed it was simply the creation of the Affiliation: Justice League of America,
mad scientist. T. O. Morrow used Red Tornado to infiltrate Justice Society of America
the Justice League of America and hoped to use the an-
droid to destroy the organization from within. Instead, Red Base: Happy Harbor, RI
Tornado turned against its creator and joined the JLA as a
member.
pursues a romance with Kathy Sutton. The two even adopt
Red Tornado struggles with his sentience during his time with a daughter together, named Traya. Still, he never feels totally
the JLA. He adopts the human persona of John Smith and human until he once again faces T. O. Morrow. During his
battle against his creator, Red Tornado is damaged and his
Red Tornado PL11 memories flood back to him, allowing Red Tornado to realize
that he always had been a sentient being.
STR STA AGL DEX FGT INT AWE PRE
Red Tornados android body has been destroyed several times
10 4 3 3 2 4 0 and complications occasionally arise when Red Tornado is re-
built, including the loss of emotions and madness. This causes
Powers
great stress in his personal life; his wife leaves him and he aban-
Android Body: Protection 13, Impervious 6 19 points dons his John Smith persona. Red Tornado overcomes this
Computer Brain: Immunity 10 (Mental effects) 10 points challenge to reconnect with his wife and daughter.
Flight: 8 (500 MPH) 16 points
Self-Repairing: Regeneration 5 5 points
Tornado Control: Array (32 points)
Tornado Creation: Perception Ranged Burst Area Move
Object 8 32 points
Air Blast Ranged Damage 12, Accurate 3 1 point
Air Shield: Deflect 11 1 point
Bend Light: Concealment (All Visual) 1 point
Unaging: Immortality 5 (24 hours) 5 points
Unliving: Immunity 30 (Fortitude effects) 30 points

Advantages
Eidetic Memory, Evasion, Favored Environment (Aerial),
Fearless, Improved Initiative 2

Skills
Close Combat: Unarmed 7 (+10), Perception 4 (+8), Technology
10 (+12)

Offense
Initiative +12
Tornado Blast +9 Ranged, Damage 12
Unarmed +10 Close, Damage 10

Defense
Dodge 8 Fortitude Immune
Parry 8 Toughness 13
Will 8

Power Points
Abilities 42 Skills 11
Powers 125 Defenses 13
Advantages 6 Total 197

Complications
MotivationAcceptance: Fully aware that he is artificial, Red
Tornado wants to be treated as and live the life of an ordinary
human.
Weakness: Red Tornado has a kill switch on back of his neck
and is susceptible to being reprogrammed.

Heroes & Villains, Vol. 2 139


Andre Nutter (order #3338244) 1
Personality others. His android body makes him difficult to permanently
destroy.
Early in his career, Red Tornado struggled with his human-
ity and suffered low self-esteem. He has gotten past those is- Allies
sues, but certain circumstances (usually involving his destruc-
tion and repair) occasionally allow them to resurface. He is a Affiliated with the JLA, Red Tornado has especially strong
true hero, often sacrificing himself to help others. bonds with Firestorm and Hawkgirl. He also advised the team
Young Justice.
Powers and Abilities
Enemies
Red Tornado can generate cyclones of air that allow him to fly,
cause damage, and serve as a deflection shield for himself or Red Tornados greatest enemy is his creator, T. O. Morrow.

Reverse-Flash Eobard Thawne was born in the twenty-fifth century, a de-


scendant of Malcolm Thawne, alias Cobalt Blue, Barry Allens
long-lost twin brother. Though the Thawnes held a long-
standing grudge against the Allen family, Eobard was actu-
ally a fan of the Flash. He went so far as to undergo cosmetic
surgery to look like Barry Allen, and duplicated the electro-
chemical accident that gave him his speed.

Traveling back in time to meet his idol, Thawne appeared


after Barry Allens death. Learning he was destined to be-
come the Flashs greatest enemy utterly unhinged his mind.
He believed he was Barry Allen, returned from the dead, and
eventually became violently psychotic. Flashes Wally West
and Jay Garrick returned Thawne to his future era, without
any memory of his initial foray into the past but unfortu-
nately possessed of a burning hatred for Barry Allen and all
he represented.

The Reverse-Flash plagued the Flash, even apparently killing


Barrys wife Iris and later threatening to kill his fiance until
the Flash was forced to kill him. A time-traveler, the Reverse-
Flash has appeared again and again to menace his arch-foe,
but each time the Flash has defeated him.

Personality
Reverse-Flash is a bitter, hate-filled man, who has based his
entire life on destroying Barry Allen and all that he represents,
primarily because he is jealous of the Flash. This makes the
Reverse-Flash petty and vicious, willing to hurt or kill others
just to get at his nemesis.

Powers & Abilities


Reverse-Flash taps into a negative Speed Force that is the
equal and opposite power of the Flashs, giving him similar
super-speed powers. He can match the Flashs speed and
most of his super-speed stunts and capabilities.

In addition, Reverse-Flash has occasionally demonstrated


stunts the Flash and his contemporaries cannot duplicate
(or choose not to). For example, Reverse-Flash has used his
Super-Speed Stunts array for a deadly Penetrating Dam-
age attack, vibrating his hands at super-speed. He has also
traveled in time under his own power, without the use of
the Flashs Cosmic Treadmill, as a power stunt of his Super-
Speed array. Lastly, he has used his negative Speed Force to
Real Name: Eobard Thawne leech the power of other speedsters or to taint the Speed
Force of the Flash, making it deadly to other speedsters. Re-
Occupation: Criminal Base: Mobile verse-Flash uses these powers only occasionally and not ca-

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Reverse-Flash PL12
STR STA AGL DEX FGT INT AWE PRE Defense

1 3 4 3 4 3 3 2 Dodge 16 Fortitude 9

Powers Parry 16 Toughness 8/3*


Will 10 *Without Defensive Roll.
Frictionless Aura: Immunity 1 (Friction Heat) 1 point
Run On Water: Movement 1 (Water Walking), Limited to While Power Points
Moving 1 point
Run Up Walls: Movement 2 (Wall-crawling 2), Limited to Abilities 46 Skills 23
While Moving 2 points Powers 118 Defenses 13
Super-Speed: Enhanced Defenses 24 (Dodge 12, Parry
Advantages 0 Total 200
12), Enhanced Advantages (Agile Feint, Close Attack 4,
Defensive Roll 5, Evasion 2, Improved Initiative 10, Instant Complications
Up, Move-by Action, Seize Initiative, Takedown), Quickness
20, Speed 20 (2,000,000 MPH) 90 points Enemy: The Flash.
Super-Speed Stunts: Array (20 points) Obsession: Reverse-Flash obsessively hates the Flash and
Air Control: Close Range Cone Area Move Object 10 20 points everyone associated with him.
Air Cushion: Burst Area Movement 1 (Safe Fall), Affects
Others 1 point
Vacuum: Burst Area Cumulative Affliction 5 (Resisted by
Zoom PL12 196 points
Fortitude; Dazed, Stunned, Incapacitated), Concentration Abilities: Str 1 Sta 2 Agl 3 Dex 2 Fgt 4 Int 4 Awe 2 Pre 1
1 point
Vibration: Insubstantial 4 1 point Powers: The same as Reverse-Flash, except for having
Whirlwind: Close Range Burst Area Move Object 10 1 point Quickness 21 and lacking the Frictionless Aura and Vibration
power. Zooms powers have the temporal descriptor rather
Advantages than being connected to the Speed Force.
Agile Feint, Close Attack 4, Defensive Roll 5, Evasion 2, Improved Advantages: Assessment; otherwise the same as Reverse-Flash.
Initiative 10, Instant Up, Move-by Action, Seize Initiative, Skills: Athletics 6 (+7), Close Combat: Unarmed 2 (+6),
Takedown Deception 4 (+5), Expertise: Criminology 8 (+12), Expertise:
Psychology 6 (+10), Insight 8 (+10), Intimidation 4 (+5),
Skills
Investigation 6 (+10), Perception 4 (+6)
Acrobatics 4 (+8), Athletics 6 (+7), Close Combat: Unarmed 2
Offense: Initiative +43, Attack +10 (Close, Damage 1)
(+6), Deception 6 (+8), Expertise: History 8 (+11), Insight 6 (+9),
Perception 4 (+7), Technology 10 (+13) Defense: Dodge 16, Parry 16, Fortitude 8, Toughness 7/2, Will 11
Totals: Abilities 38 + Powers 117+ Advantages 1 + Skills 24 +
Offense
Defenses 16 = Total 196
Initiative +44
Complications: MotivationMisguided: Zoom believes
Unarmed +10 Close, Damage 1 he has to teach heroes to be a better by challenging him.
Whirlwind Burst Area, Grapple, Dodge DC 20 Obsession: The Flash.

sually, making them power stunts (and therefore challenges


for the heroes he has faced) rather than regular powers.

Allies
Though he has worked with his namesake Zoom (Hunter
Zolomon) and other members of the Rogues and the Secret
Society, Reverse-Flash has no real allies in his one-man ven-
detta against his arch-nemesis.

Enemies
Reverse-Flashs hatred is focused on the Flash, and all other
speedsters who derive their power from the Speed Force cre-
ated by Barry Allens fateful accident and subsequent career.

Zoom
Hunter Zolomon began his obsession with the criminal mind
the day he was leaving home for college. His father, secretly a
serial murderer, killed Hunters mother when she gave him up
to the police, then died in a confrontation with them. Hunter

Heroes & Villains, Vol. 2 141


Andre Nutter (order #3338244) 1
studied psychology and criminology, determined to stop In his unhinged mind, Zolomon believed Wally West needed
people like his father. He became a criminal profiler, special- to experience the personal tragedies of his predecessor to
izing in costumed criminals. be a better and more compassionate hero. As Zoom, he has
sought to improve heroes by bringing tragedy into their
While working with the Keystone City Police Department, lives.
Zolomon became friends with Wally West (the Flash) and
the two worked together on occasion. Gorilla Grodd later Zooms powers come from his unique disconnection with
crippled Zolomon during a prison break from Iron Heights, time, allowing him to move faster relative to everything
leaving him paralyzed from the waist down. When the Flash around him, giving him the appearance of moving at super-
refused to use his Cosmic Treadmill to alter history and pre- speed. Unlike the Flashes and some other speedsters, he
vent his friends injury, Zolomon attempted to steal it. The does not draw upon the Speed Force. Among other things,
resulting explosion derailed Zolomon from ordinary time, this means he cannot duplicate certain of their stunts, such as
allowing him to seemingly move at super-speed. vibrating his molecules at super-speed.

The RIddler
Riddler The Riddler has gone to great lengths to keep his past
shrouded in mystery. His real name appears to be Edward
Nigma, but thats obviously one of his carefully constructed
ruses. The psychiatrists at Arkham Asylum once determined
that his name was actually Edward Nashton (aka Eddie Nash)
and his obsession with riddles began when he cheated to win
a puzzle contest as a young boy, but theres reason to believe
that this story and the Nashton identity are also bogus.

What is indisputably certain about the Riddler is that he is


the architect of some of the most ambitious crimes ever to
plague Gotham City. Ironically, hes also solved a few of Go-
thams thorniest whodunits. The Riddlers compulsion to
prove his intellectual mastery applies to his fellow criminals
and has caused him to go straight on occasion so he can
match wits with his underworld rivals.

Personality
The Riddler may be a psychopath, but hes also a genius and
hes compelled to prove it. His obsession with constructing
elaborate puzzles and traps is all about demonstrating the su-
periority of his intellect. Its not enough for the Riddler to sim-
ply defeat an opponent, he also has to out-think and humili-
ate that opponent, leaving no doubt of his accomplishment.

Power & Abilities


Though he has no super powers to speak of, the Riddlers in-
tellect makes him a very dangerous opponent. Hes repeat-
edly demonstrated an almost supernatural aptitude for de-
signing extremely formidable traps, puzzles and weapons.
The Riddler possesses deductive powers on a par with Bat-
man and an excellent grasp of human psychology that allows
him to get into the heads of his targets.

Allies
Nearly all of the most famous denizens of Gothams under-
world have collaborated with Riddler on occasion. Though
money is not his primary motivation, he has been known to
accept contracts if the target is sufficiently challenging.

Real Name: Edward Nigma (or Edward Nashton)


Occupation: Professional criminal
Base: Gotham City

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The Riddler PL10
STR STA AGL DEX FGT INT AWE PRE Offense
1 2 4 4 7 7 7 3 Initiative +8

Equipment Unarmed +16 Close, Damage 1


Sword-Cane +16 Close, Damage 4, Crit. 19-20
Light Pistol: Ranged Damage 3 6 points
Sword Cane: Strength-based Damage 3, Improved Critical Defense
4 points
Dodge 13 Fortitude 8
Advantages
Parry 13 Toughness 6/2*
Close Attack 9, Defensive Roll 4, Eidetic Memory, Equipment 2, Will 10 *Without Defensive Roll.
Evasion, Improved Initiative, Taunt, Well-informed
Power Points
Skills
Abilities 70 Skills 48
Acrobatics 4 (+8), Athletics 8 (+9), Deception 13 (+16), Expertise:
Puzzles & Riddles 13 (+20), Insight 8 (+15), Investigation 10 Powers 0 Defenses 24
(+17), Perception 6 (+13), Ranged Combat: Guns 12 (+16), Advantages 20 Total 162
Sleight of Hand 8 (+12), Stealth 5 (+9), Technology 3 (+10),
Treatment 3 (+10), Vehicles 3 (+7) Complications
Intellectual Superiority: The Riddler commits crimes in order
Enemies to show off is intelligence. His crimes are often non-violent,
relying on wit to solve as opposed to brute force.
Because the Riddler is compelled to prove his intellectual
superiority, its only natural that he detests Batman, the one Obsession: The Riddler is obsessed with riddles, puzzles, puns,
man who has consistently outwitted him. and word games. His crimes always include hidden clues that
point to his next crime or location.

Robin
Tim Drake and his parents met the Flying Graysons at the Haley
Circus when Tim was a child. Dick Grayson was his childhood Real Name: Timothy Jackson Wayne (formerly Drake)
hero, and Tim never forgot the tragedy of the death of Dicks
parents at the hands of criminals. Years later, while watching Occupation: Student; crime fighter
a news report on television, Tim deduced that Robin, the Boy Base: Gotham City
Wonder, was actually Dick Grayson, based on seeing Robin
perform an acrobatic maneuver that Grayson had performed
Boomerang at the behest of crime-broker the Calculator. Bruce
at the circus. He reasoned that Batman must then be Graysons
Wayne legally adopted the orphaned Tim after his fathers death.
guardian, Bruce Wayne. This realization about his heroes in-
spired Tim to study hard in school and undertake training in
Personality
disciplines such as martial arts, acrobatics and criminology.
Tim is a studious and intense young man who takes his respon-
After the death of the second Robin, Jason Todd, Tim sought
sibilities seriously. His strong moral compass led him to become
out Dick Grayson and revealed that he knew his secret identi-
Robin in the first place, because he has always felt Batman
ty in an effort to convince Grayson to become Robin again. He
needed someone to temper his tendency toward extremes.
argued that Batman needed a partner to help rein in his dark-
This makes Tim inclined to be lighthearted where his mentor
er tendencies. Grayson agreed to help, but refused to take on
is concerned, and serious when it comes to his own leadership
the mantle of Robin again. Using Robins uniform himself, Tim
responsibilities. Robin is a loyal and dedicated friend who never
saved Batman and Nightwing from Two-Face. Though initially
gives up, because there always are people depending upon him.
reluctant to mentor a new Robin, Batman eventually agreed
to take Tim on and train him as his new partner.
Powers & Abilities
Already a capable young man, having proven himself to both
Nightwing and Batman, Tim served admirably in the role of Trained by Batman and some of the worlds greatest experts
Robin. He was forced to take on more responsibility when in martial arts and criminology, Robin is an expert fighter,
Batman was incapacitated for a time, patrolling the streets of athlete, acrobat and investigator. Hes especially talented
Gotham on his own and handling some cases solo. Becom- with computers and technology, making excellent use of his
ing involved with Young Justice and a new incarnation of the hacking and organizational skills as a crime fighter.
Teen Titans honed Tims leadership and tactical skills. Like Batman, Robin uses a wide array of crime-fighting de-
One of Robins greatest difficulties was keeping his super hero vices and equipment. He often fights with a collapsible bo
identity a secret from his father, Jack Drake. Not long after Mr. staff and throws batarangs (or R-shaped shuriken). He uses
Drake learned that Tim was Robin, he was murdered by Captain a custom motorcycle for transportation when not swinging
across rooftops.

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Andre Nutter (order #3338244) 1
Robin PL8
STR STA AGL DEX FGT INT AWE PRE Advantages

2 1 5 5 8 5 4 3 Beginners Luck, Close Attack 4, Defensive Attack, Defensive Roll


3, Equipment 7, Evasion, Hide in Plain Sight, Improved Initiative,
Equipment Improvised Tools, Instant Up, Languages 3, Move-by Action,
Binoculars: Extended Vision 1 1 point Power Attack, Precise Attack (Close, Concealment), Quick Draw,
Costume: Protection 1 1 point Redirect, Set-Up, Takedown, Teamwork, Tracking, Uncanny Dodge
Grapnel Gun: Super-Movement 1 (Swinging) 2 points
Skills
Mini-Tracers: Feature 1 1 point
Utility Belt: Array (12 points) Acrobatics 8 (+13), Athletics 8 (+10), Close Combat: Unarmed
Flash Bombs: Ranged Burst Area Affliction 4 (Resisted 1 (+9), Deception 8 (+11), Expertise: Criminology 8 (+13),
by Fortitude; Visually Impaired, Visually Disabled, Visually Expertise: Streetwise 6 (+11), Insight 8 (+12), Intimidation 6
Unaware) 12 points (+9), Investigation 10 (+15), Perception 8 (+12), Persuasion
Batarangs: Ranged Strength-based Damage 1 1 point 6 (+9), Ranged Combat: Throwing 7 (+12), Sleight of Hand 6
Bo Staff: Strength-based Damage 2, Reach 1 1 point (+11), Stealth 8 (+13), Technology 6 (+11), Treatment 4 (+9),
Bolos: Ranged Affliction 4 (Resisted by Dodge; Hindered Vehicles 6 (+11)
and Vulnerable, Defenseless and Immobile), Extra
Condition, Limited Degree 1 point Offense
Sleep Gas Pellets: Ranged Cloud Area Affliction 4 (Resisted Initiative +9
by Fortitude; Fatigued, Exhausted, Asleep) 1 point
Bo Staff +12 Close, Damage 4
Smoke Bombs: Cloud Area Visual Concealment Attack 4
1 point Batarang +12 Ranged, Damage 3
Tear Gas Pellets: Ranged Cloud Area Affliction 3 (Resisted Unarmed +13 Close, Damage 2
by Fortitude; Dazed and Visually Impaired, Stunned and
Visually Disabled, Incapacitated), Extra Condition 1 point Defense
Vehicle: Motorcycle 11 points Dodge 11 Fortitude 7
Size: Medium Str: 1 Spd: 6 Def: 10 Tou: 8 Features: Navigation Parry 11 Toughness 5/2*
System
Will 9 *Without Defensive Roll.

Power Points
Abilities 66 Skills 57
Powers 0 Defenses 20
Advantages 34 Total 177

Complications
Relationships: Robin has had some romantic entanglements,
but none have lasted.
Responsibility: To Batman and Gotham City.
Secret Identity: Timothy Wayne, Bruce Waynes
adopted son.

Allies
In addition to Batman and his other associates,
including Nightwing and Oracle, Robin has a
leadership role with the Teen Titans, a group that
currently includes many of the former members of
Young Justice. He and Superboy are best friends,
and Robin and Wonder Girl had a brief relationship
when Superboy was believed dead. They ended
the relationship even before Connor returned,
and now try to put it behind them.

Enemies
Robin can count Batmans various enemies as
his own, along with opponents from his time
with Young Justice and the Teen Titans. He has
been particularly effect against Rs al Ghl
and the League of Assassins, earning the re-
spect of the Demons Head.

144 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Other Robins
There have been several Robins over the course of Batmans career. The game traits listed for Robin can serve for most
of the others who have carried the name and worn the uniform, although Dick Grayson is a better acrobat, Jason Todd a
better thief, and Damian Wayne a better martial artist (but less capable investigator).

Dick Grayson
The first Robin (see Nightwing). Batman took young circus aerialist Dick Grayson as his ward after his parents were
murdered by mobsters. In an effort to channel Graysons grief and anger at the death of his parents into positive action,
he trained him as his crime-fighting partner. Though the two have had their differences over the years, since Dick left the
role of Robin and adopted his own costumed identity, he and Batman have been able to work together nearly as equals.

Jason Todd
A street kid from the East End of Gotham, Jason Todd first met Batman while trying to steal the tires off the Batmobile.
When Jasons father, Willis, ended up working for Two-Face, Batman took Jason in and saw the potential for channeling
the boys anger into something productive. The Joker later kidnapped Robin, beat him severely, and left him trapped with
a time bomb, which killed him. The intervention of cosmic forces and Rs al Ghls Lazarus Pit restored Jason to life, but
twisted his sanity, leading him to adopt the identity of the Red Hood (see Red Hood).

Damian Wayne
The son of Bruce Wayne and Talia (Rs al Ghls daughter), Damian was genetically designed, grown in an artificial womb and
raised by the League of Assassins. Talia eventually revealed his existence to Batman and left Damian in his fathers care as a
distraction. Spoiled and vicious, Damian proved quite a handful, though he sincerely wished to earn his fathers approval.

The Rogues
The Rogues are a collection of technologically armed villains
who banded together for bigger criminal payoffs and mutual
support against their common enemy, the Flash. Originally
consisting of Captain Boomerang I, Captain Cold, Heat Wave,
Mirror Master I, the Trickster I, the Weather Wizard, the Top,
and the Pied Piper, their lineup has changed over the years
as members have died and yielded their spot to successors
or made (usually half-hearted and short-lived) attempts at
going straight.

Over the years, the Rogues have evolved a unique criminal


camaraderie, and can be found playing poker or visiting with
their costume tailor of choice, Paul Gambi, as often as they
plan new heists. They have evolved a set of rules governing
the use of deadly force and other aspects of criminal be-
havior, enforced with ruthless relish by their acknowledged
leader Captain Cold.

Despite countless defeats by the Flashes and their allies, being a


Rogue eventually became a criminal badge of honor, and new
Flash-foes like the Rainbow Raider petitioned for inclusion in the
group. In time, a whole new generation of metahuman thieves
aspired to be Rogues, and were eventually brought together in a
rival namesake gang by the villainess Blacksmith, provoking the
so-called Rogue War. Despite this violent exchange, the original,
core group of Rogues begrudgingly came to respect the new
breed, eventually inviting them to attend the funeral of Captain
Boomerang I in a show of Flash-foe solidarity.

Captain Colds distaste for inter-group conflict was underscored


when the resurrected Top attempted to mind-control an army
of Rogues, old and new, into attacking the Flash. Already angry
at the revelation that the Top had tampered with the original

Heroes & Villains, Vol. 2 145


Andre Nutter (order #3338244) 1
Base: Central City, Kansas and Keystone City, Missouri
Current Members: Captain Boomerang I, Captain Cold, Heat Wave, Mirror Master II,
the Trickster II, the Weather Wizard
Former Members: Blacksmith, Captain Boomerang II, Double Down, Girder, Magenta, Mirror Master I,
Murmur, the Pied Piper, Plunder, the Rainbow Raider, Tar Pit, the Top, the Trickster I

Rogues minds in an attempt to eliminate their criminal tenden- come brutal. Hired by that worlds Thinker, Plunder sought to
cies, Cold put a stop to the Tops plans by freezing him to death. eliminate Captain Cold, Mirror Master II and the Flash III, who
had become trapped on his mirror Earth. Though Plunder
Years have passed since the Rogues debut and one thing failed to kill them, he did manage to follow the Flash and the
seems certainso long as there are Flashes, there will be villains back to their Earth, thereby escaping the destruction
Rogues to challenge them. of his own mirror world.

Girder Quickly finding a place in Blacksmiths Rogues, Plunder sup-


ported her plans for several months before his true identity as
a mirror version of Keystone City Police detective Jared Mo-
Tony Woodwards attempted rape of a coworker provoked rillo was revealed. Eventually, Morillo and the Flash defeated
his outraged fellow steelworkers into tossing him into a vat Plunder and the other assembled Rogues.
of molten metal. Unbeknownst to them, the vat contained
strange materials taken from S.T.A.R. Labs, and they trans- Plunder apparently met his end at the hands of an unim-
formed Tony into the living-metal man known as Girder. pressed Zoom. It is possible he returned to his own mirror
world, if it too somehow managed to survive.
Despite his clueless boorishness and rusting form, Girders
indestructible nature makes him an in-demand mercenary
villain. Most prominently, he was recruited to be a part of Tar Pit
Blacksmiths Rogues, though it ultimately proved to be one of
many defeats at the Flashs hands. Joey Monteleone was the far less successful brother of one
of Keystone Citys major drug kingpins. What made Joey
Plunder unique was his ability to project his mind into inanimate

Plunder was one of the deadliest killers-for-hire on a mirror Plunder PL10 145 points
Earth where no Flashes existed and law enforcement had be-
Abilities: Str 4 Sta 5 Agl 3 Dex 5 Fgt 6 Int 2 Awe 3 Pre 2
Powers: Blaster Pistol (Ranged Burst Area Damage 5,
Girder PL10 112 points Easily Removable (6 points)), Rifle (Array (19 points), Easily
Removable (8 points): Bullets (Ranged Multiattack Damage
Abilities: Str 11* Sta 11* Agl 1 Dex 1 Fgt 6 Int 0 Awe 1 Pre 1 6, Extended Range), AE: Laser (Ranged Damage 7, Penetrating
Powers: Metal Body (Growth 4 (Permanent), Impervious 5), Feature 1 (Hidden Tracer in Rifle))
Toughness 10, Immunity 10 (Life Support)) Equipment: Boomerang (Ranged Strength-based Damage 1),
Advantages: All-out Attack, Diehard, Improved Grab, Weapon Camo Clothing (Urban), Fragmentation Grenades (Ranged
Break Burst Area Damage 5), Commlink, Heavy Pistol (Ranged
Damage 4), Survival Knife (Strength-based Damage 1,
Skills: Expertise: Steelworker 7 (+7), Intimidation 8 (+11), Improved Critical); 1 point of additional equipment
Stealth 0 (-3*)
Advantages: Accurate Attack, Close Attack 3, Defensive Roll,
Offense: Initiative +1, Unarmed +9 (Close, Damage 11) Equipment 6, Hide in Plain Sight, Precise Attack 2 (Ranged,
Defense: Dodge 7, Parry 9, Fortitude 15, Toughness 11, Will 5 Cover and Concealment), Quick Draw, Ranged Attack 8,
*Includes Growth modifiers. Ultimate Effort (Aim)
Totals: Abilities 48 + Powers 28 + Advantages 7 + Skills 8 + Skills: Athletics 4 (+8), Expertise: Criminal 5 (+7), Perception 5
Defenses 21 = 112 (+8), Stealth 6 (+9)
Complications: Mercenary: Girder is a villain for hire. Offense: Initiative +3, Rifle (Bullets) +13 (Ranged, Multiattack
Weakness: Unless he is simultaneously bathed in strong Damage 6), Rifle (Laser) +13 (Ranged, Damage 7, Penetrating
magnetic fields, exposure to air causes Girder to rust. His 5), Unarmed +9 (Close, Damage 4)
Agility and Dexterity decline by a point an hour under normal Defense: Dodge 14, Parry 12, Fortitude 11, Toughness 6/5*,
conditions until he is completely immobile. Rain and other Will 9 *Without Defensive Roll.
corrosive agents exacerbate the decay, causing his statistics to
decline even more rapidly. Disability: Girders body is gradually Totals: Abilities 60 + Powers 22 + Advantages 24 + Skills 10 +
corroding away, causing him tremendous agony. Quirk: Tony Defenses 29 = 145
doesnt understand the concept of boundaries when it comes Complications: Mercenary: Plunder is an assassin for hire.
to women, and takes indecent liberties even with women like Acceptance: Because his own world has most likely been
Magenta, who are quite capable of obliterating him. destroyed, Plunder wants to make a life for himself on New Earth.

146 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Tar Pit PL10 178 points The Top PL10 158 points
Abilities: Str 8 Sta 10 Agl 0 Dex 2 Fgt 5 Int 0 Awe 1 Pre 1 Abilities: Str 2 Sta 2 Agl 3 Dex 2 Fgt 4 Int 2 Awe 3 Pre 2
Powers: Burning Touch (Reaction Damage 3, Permanent), Powers: Concealed Tops (Array (32 points), Removable
Growth 4 (Permanent), Immunity 10 (Life Support), Liquid (8 points): Streamer Top (Ranged Affliction 8 (Resisted by
Tar Form (Insubstantial 1 (Permanent), Protection 2), Noxious Dodge; Hindered and Vulnerable, Defenseless and Immobile),
Fumes (Cumulative Burst Area Reaction Affliction 4 (Resisted Cloud Area, Cumulative, Extra Condition, Limited Degree); AE:
by Fortitude; Dazed, Stunned, Incapacitated), Permanent), Blacklight Top (Concealment 4 (All Visual), Attack, Cone Area);
Suffocating Globs (Ranged Progressive Affliction 6 (Resisted AE: Blinding Top (Affliction 10 (Resisted by Fortitude; Visually
by Dodge/Fortitude; Dazed, Stunned, Incapacitated)) Impaired, Visually Disabled, Visually Unaware), Cumulative,
Advantages: Chokehold, Close Attack 6, Diehard, Fast Grab, Perception Area (Visual)); AE: Bola Tops (Ranged Affliction
Improved Grab, Improved Hold, Weapon Bind 10 (Resisted by Dodge; Hindered and Vulnerable, Defenseless
and Immobile), Cumulative, Extra Condition, Limited Degree);
Skills: Expertise: Criminal 4 (+4), Ranged Combat: Suffocation AE: Electro-Top (Ranged Damage 10, Resisted by Fortitude);
10 (+12) AE: Flamethrower Top (Ranged Damage 10, Cloud Area); AE:
Offense: Initiative +0, Suffocation +12 (Ranged, Progressive Gas Top (Ranged Affliction 8 (Resisted by Fortitude; Dazed,
Affliction 6), Unarmed +11 (Close, Damage 8) Stunned, Incapacitated) Cloud Area 2 (30 feet), Cumulative);
AE: Glue Top (Ranged Affliction 6 (Resisted by Dodge;
Defense: Dodge 6, Parry 8, Fortitude 15, Toughness 12, Will 5
Hindered and Vulnerable, Defenseless and Immobile), Burst
Totals: Abilities 38 + Powers 99 + Advantages 12 + Skills 7 + Area, Cumulative, Extra Condition, Sustained Duration, Limited
Defenses 22 = 178 Degree); AE: Grenade Top (Ranged Damage 10, Burst Area); AE:
Complications: Thrills: Joey gets such a charge out of using Soundwave Top (Ranged Damage 10, Sustained Duration); AE:
his powers that the prospect of being stuck forever in his Tar Pit Tornado Top (Move Object 10, Cone Area, Sustained Duration,
form bothers him not at all. Weakness: Citric acid causes Tar Pits Limited Direction (repulsion)); Immortality 6 (Recently dead
form to dissolve, though he is capable of reforming himself. or brain-dead body nearby); Spinning (Enhanced Advantage
11 (Defensive Roll 4, Fascinate (Deception), Improved Initiative
objects, making his frequent imprisonments quite bearable. 6), Enhanced Defenses 20 (Dodge 10, Parry 10), Enhanced
On one fateful day, his mind became trapped inside a huge Intellect 3, Senses 1 (Radius Vision), Limited: Must Remain
mass of flaming hot tar, leaving his body comatose inside Iron Immobile While Spinning))
Heights prison. Advantages: Agile Feint, Defensive Roll 4, Evasion, Fascinate
(Deception), Improved Initiative 6, Improvised Tools, Inventor
It was all a lark to Joey, and calling himself Tar Pit, he em-
Skills: Acrobatics 6 (+9), Athletics 4 (+6), Close Combat:
barked on a career in super-villainy. Despite repeated defeats
Unarmed 4 (+8), Deception 4 (+6), Expertise: Criminal 4 (+6),
at the hands of the third Flash, Tar Pit continues a fast climb
Expertise: Science 6 (+8), Expertise: Tops 8 (+10), Intimidation
up the ranks of costumed crooks. In his relatively brief career,
4 (+6), Persuasion 3 (+5), Ranged Combat: Tops 8 (+10), Sleight
hes already been part of Blacksmiths Rogues and the Secret of Hand 4 (+6), Stealth 4 (+7), Technology 7 (+9)
Society of Super-Villains.
Offense: Initiative +27, Concealed Tops +10 (Ranged Damage

The Top 10, various), Unarmed +8 (Close, Damage 2)


Defense: Dodge 14/4, Parry 14/4, Fortitude 9, Toughness 6/2*,
Will 11 *Without Defensive Roll.
While imprisoned, Roscoe Dillon resolved to use his child-
hood love of toy tops to become a better crook. Dillon even- Totals: Abilities 40 + Powers 65 + Advantages 4 + Skills 33 +
tually mastered the ability to spin in place at high speeds, Defenses 16 = 158
and built an arsenal of gimmick namesake toys to use as the Complications: Greed: Money made the Top go round.
costumed criminal Top. He became a Rogue and plagued the Relationship: Dillons girlfriend was Lisa (the Golden Glider)
second Flash for years, until an unexplained reaction to the Snart.
Scarlet Speedsters powers caused Dillons terminal illness.
Recently, Dillon returned in possession of vice-presidential
Dillon then discovered his ability to transfer his consciousness
candidate Thomas ONeill, but was exposed by the third
into vacant minds, and his subsequent rampages provoked
Flash. Flash III later enlisted Zatanna to re-balance Dillons
Flash II to ask Zatanna to brainwash Dillon into becoming a
mind, prompting the Top to restore the Rogues to their vil-
hero. Overcome by guilt at his evil behavior, Dillon used his
lainous selves. Before his plan came to full fruition, the Top
hypnotic powers to similarly reform the other Rogues before
was killed by a vengeful Captain Cold.
losing his mind and apparently dying.

Spinning in His Grave


Since being resurrected and having his mind balanced, the Top has ceased using his Concealed Tops, and has the following
additional Powers:
Vertigo (Burst Area Cumulative Affliction 8 (Resisted by Fortitude; Dazed and Impaired, Defenseless and Stunned)), Extra
Condition, Limited Degree); Mind Control (Perception Range Cumulative Affliction 10 (Resisted by Will; Dazed, Compelled,
Controlled)).
He also developed the Complication: Quirk (Mentally unbalanced) after his mind-wipe.

Heroes & Villains, Vol. 2 147


Andre Nutter (order #3338244) 1
Roulette Roulette is the granddaughter of the 1940s villainess of the
same name who ran a casino and battled the first Mr. Terrific.
Inspired by her grandmother, Roulette built a casino of her
own that she called the Housea casino for criminals and
super-villains. At its heart is a series of arenas where Roulette
pits captured heroes against one another in battles to the
death for the entertainment of her patrons.

After the House she built beneath the Nevada desert was
damaged by the Justice Society, Roulette turned the House
into a mobile operation, moving from city to city but continu-
ing to broadcast her battles to a waiting audience.

Personality
Roulette is extremely confident, certain even in the face of
incredible odds that she will always come out on top.

Powers & Abilities


Roulette has no metahuman powers, but she has looked into
the Book of Destinya short glimpse that gave her insight
into future events. Along with flying spheres that can teleport
the targets of her choice directly to the Houses holding cells,
Roulette also uses equipment shes taken from those who
have fallen in its arenas.

Roulette PL9
STR STA AGL DEX FGT INT AWE PRE Skills

1 1 2 2 6 4 5 5 Deception 10 (+15), Expertise: Streetwise 9 (+13), Insight 8 (+13),


Intimidation 5 (+10), Perception 7 (+12), Persuasion 11 (+16),
Powers Sleight of Hand 9 (+11), Stealth 11 (+13), Technology 10 (+14)
Memories of Destiny Senses 4 (Precognition), Distracting,
Offense
Uncontrolled 2 points
Stolen Gear: Array (27 points), Easily Removable (10 points) Initiative +2
Gorgons Head: Cumulative Perception Area Affliction Firebugs Gauntlets Close, Cone Area Damage 9
9 (Resisted by Fortitude; Dazed, Immobile; Transformed
(Stone)) 27 points Gorgons Head Ranged, Cumulative Perception Area
Firebugs Gauntlets: Cone Area Damage 9 (Fire) 1 point Affliction 9 (Dodge DC 19)
Harpis Claws: Strength-based Damage 2, Penetrating 2 Harpis Claws +13 Close, Damage 3, Penetrating 2
1 point
Unarmed +13 Close, Damage 1
Rams Interface: Comprehend Machines 1 point
Defense
Equipment
Dodge 12 Fortitude 6
HQ: The House 23 points
Parry 10 Toughness 6/1*
Size: Large Tou: 14 Features: Combat Simulator,
Communications, Computer, Concealed 3 (DC 30), Defense Will 12 *Without Defensive Roll.
System, Feature 3 (Arena, Bar and Restaurant, Casino), Holding
Cells 2, Infirmary, Living Space, Personnel, Power System, Power Points
Security System 3 (DC 30); Alternate Headquarters 10 Abilities 52 Skills 40
Advantages Powers 22 Defenses 26

Assessment, Attractive, Beginners Luck, Benefit 2 (Cipher), Advantages 50 Total 190


Benefit 4 (Multi-millionaire), Close Attack 7, Connected, Daze
Complications
(Deception), Defensive Roll 5, Equipment 5, Evasion, Inspire 3,
Languages 2, Leadership, Luck 3, Minion 9, Redirect, Set-up, The House Always Wins: Roulette is driven by competition
Well-informed and determined to always end up on the winning side, usually
by making sure shes the one setting up the battles before they
happen.
Real Name: Unknown
Worldwide Audience: Nearly every battle arranged by
Occupation: Gambler Roulette is broadcast to a worldwide audience of villains and
Base: Mobile gamblers betting on the outcome, making Roulettes victories
and her defeats known to everyone.

148 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Allies Enemies
Roulette has made occasional alliances with other villains Roulette has a particular dislike of the Justice Society, and es-
who can shape the odds, like Amos Fortune and the Key, pecially the current Mr. Terrific. She sees him as an unworthy
though those alliances have often taken the form of competi- successor to Terry Sloane, the first Mr. Terrific, whom Roulette
tions. Roulette runs the House with the assistance of many claims is her father. She also has a rivalry with the Terror Ti-
minions, some of whom have powers of their own, including tans, who run metahuman battles of their own at the Dark
the ability to dampen the metahuman powers of others. Side Club.

The Royal Flush Gang


After suffering solo defeats by the JLA, Professor Amos a suit, and may move up or down in value as their criminal
Pudge Fortune reunited his juvenile criminal cohorts Ker- worth waxes and wanes in Fortunes estimation. Those who
ry, Queenie, Jack and Tom Dillon as the original Royal Flush displease Wild Card are dealt out, permanently. In light of
Gang, each deriving their card name from their initials. Seek- this development, the fate of the second Gang is unknown.
ing revenge against the JLA, Fortune equipped them with
Stellaration Energy devices that tapped into the cosmic HQ: The House of Cards 10 points
forces controlling playing cards. Unfortunately for them, For-
tunes genius was still no match for the JLA. Size: Medium Tou: 8 Features: Communications, Computer,
Deathtraps, Hangar, Isolated, Living Space, Power System,
Fortune and the rest of the Gang went their separate ways Security System
after a second loss to the JLA, and an unnamed replacement
Ace assumed leadership. The Gangs lone ca-
per under his direction failed when the Joker
outwitted them. Sometime thereafter, the
Gang disbanded and all but Jack gave up the
costumed criminal life. Jack renamed himself
Hi-Jack and served a short stint in the Secret
Society of Super-Villains before running afoul
of the Wizard, an encounter that prompted
him to join his teammates in retirement.

Soon after, Hector Hammond (disguised as


Wildcard) built an Ace android disguised as
Derek Reston to organize a second Royal
Flush Gang, made up of various down-on-
their-luck sorts. Hammonds plan to acquire a
new host body was exposed and thwarted by
the JLA, leaving the team in limbo until Amos
Fortune resumed his Ace role and assumed
leadership of the second Gang.

At the same time, the other original Gang


members reunited at Ten Is behest to chal-
lenge the Detroit-based JLA, but in the
process all but Jack I were killed by Amos
Fortune. Despite eliminating his former
childhood chums and having the advantage
of using Stellaration-powered tarot cards,
Fortune and the second Gang were again
defeated by the JLA. Parting ways with For-
tune afterwards, the second Gang opted to
remain together with the second King as
leader. Working as mercenaries, the second
Royal Flush Gang twice battled the JLI on
behalf of Maxwell Lord, and the Teen Titans
alongside the second Gambler.

Recently, Fortune (now known as Wild Card)


was revealed as the head of a new, expand-
ed, nationwide Royal Flush Gang armed with
high-tech gadgetry. Each member of the
newest Gang is assigned a card value and

Heroes & Villains, Vol. 2 149


Andre Nutter (order #3338244) 1
Base: Mobile, formerly The House of Cards Professor Amos Fortune
Current Members: The Ace Android II, Jack II, The chance-obsessed Fortune originally battled the JLA after
King II, Queen II, Ten II discovering the human glands that influence a persons luck
Former Members: Professor Amos Fortune (Ace I), and constructing the Stimoluck to manipulate them. Since
his initial defeats, Fortune has usually relied on new versions
The Ace Android I, Ace II & III, Jack I, King I, Queen I, of the Royal Flush Gang to fulfill his criminal schemes.
Ten I, Wildcard (Hector Hammond)
Headquarters: The House of Cards Mister Memory
(while working for Hector Hammond) Fortune briefly abandoned his luck devices and challenged
Vehicles: Flying Cards the JLA as Mister Memory, employing a gang armed with De-
Memorizor ray guns (Ranged Transform 10 (people into amne-
siacs), Continuous, Reversible, Easily Removable (16 points)).

Professor Amos Fortune (Ace I) PL10 148 points Ace III


Abilities: Str 1 Sta 1 Agl 0 Dex 1 Fgt 0 Int 4 Awe 4 Pre 3
Crook Ernie Clay briefly filled the Ace role in the second
Powers: Stellaration Energy Device (Ranged Cumulative
Affliction 10 (Resisted by Will; Dazed, Compelled, Controlled),
Gang while in the employ of the Gambler II, but was soon af-
Easily Removable (12 points)), Stimoluck Device (Luck ter replaced by the second Ace Android.
Control 4, Burst Area, Selective, Enhanced Advantage 13
(Beginners Luck, Inspire 5, Leadership, Luck 5, Seize Initiative), Five Aces
Enhanced Defenses 20 (Dodge & Parry 10); Easily Removable
(20 points), Quirk (Only Affects Humans)) The provided statistics (minus the Powers & Equipment) can
Advantages: Benefit 2 (Independently Wealthy), Beginners also be used for the second human Ace.
Luck, Defensive Roll 2, Inspire 5, Inventor, Leadership, Luck 5,
Quick Draw, Seize Initiative, Teamwork
Skills: Close Combat: Unarmed 3 (+3), Deception 7 (+10),
The Ace Android II
Expertise: Criminal 7 (+11), Expertise: Gambling 9 (+13), The second Gang normally uses an android Ace designed to
Expertise: Luck 6 (+10), Expertise: Science 7 (+11), Insight 7 prey on the JLAs weaknesses.
(+11), Perception 9 (+10), Persuasion 7 (+10), Ranged Combat:
Stellaration Energy Device 9 (+10), Technology 9 (+13)
Five Aces
Offense: Initiative +0, Stellaration Energy Device +10 (Ranged,
Cumulative Affliction 10), Unarmed +3 (Close, Damage 1) The provided statistics with Protection and the Flying Card
Defense: Dodge 17, Parry 17, Fortitude 6, Toughness 3/1*, Will (and no other Powers) can be used for the Derek Reston Ace
10 *Without Defensive Roll. Android.
Totals: Abilities 28 + Powers 50 + Advantages 7 + Skills 38 +
Defenses 25 = 148
Complications: Obsession: Fortune craves the power to determine
Jack II
luck, primarily for the control it grants over others. Greed: Like any Former gigolo Robert Danforth joined the second Gang after
gambler, Fortune always looks to take home a bigger pot. a botched theft led to a clients accidental death. He opted to

Ace III PL10 95 points The Ace Android II PL13 186 points
Abilities: Str 10 Sta 6 Agl 4 Dex 2 Fgt 6 Int 0 Awe 1 Pre 1
Abilities: Str 14 Sta Agl 4 Dex 4 Fgt 8 Int Awe 0 Pre
Powers: Exoskeleton (Enhanced Agility 1, Enhanced Stamina
5, Enhanced Strength 5, Enhanced Strength 3 (Limited to Powers: Android Body (Enhanced Strength 4 (Limited to
Lifting; lifting Str 13, 200 tons), Removable (5 points)), Flying Lifting; lifting Str 18, 6,000 tons), Feature 1 (Turn Self Yellow),
Card (Flight 6 (120 MPH), Platform) Immunity 30 (Fortitude effects), Protection 14), Flame Aura
(Damage 8, Reaction), Flame Blasts (Ranged Damage 13,
Advantages: Teamwork Accurate 2), Nullify 11 (Gravity effects, Concentration)), Flying
Skills: Close Combat: Unarmed 4 (+10), Perception 4 (+5), Card (Flight 6 (120 MPH), Platform)
Sleight of Hand 5 (+7), Stealth 5 (+9) Advantages: Close Attack 4, Ranged Attack 5, Teamwork
Offense: Initiative +4, Unarmed +10 (Close, Damage 10) Skills: Perception 4 (+4)
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 10, Will 8 Offense: Initiative +4, Flame Blasts +13 (Ranged, Damage 13),
Totals: Abilities 46 + Powers 26 + Advantages 1 + Skills 9 + Unarmed +12 (Close, Damage 14)
Defenses 13 = 95 Defense: Dodge 10, Parry 10, Fortitude Immune, Toughness
Complications: Greed: Befitting a man dressed as a playing 14, Will Immune
card, Clay looks to get rich quick. Secret: Clay hopes his term Totals: Abilities 30 + Powers 137 + Advantages 10 + Skills 1 +
with the Gang remains largely unrecognized. Defenses 8 = 186

150 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Jack II PL10 138 points King II PL10 151 points
Abilities: Str 4 Sta 4 Agl 2 Dex 2 Fgt 5 Int 2 Awe 2 Pre 2 Abilities: Str 4 Sta 4 Agl 2 Dex 2 Fgt 2 Int 2 Awe 2 Pre 4
Powers: Eye Laser (Ranged Damage 7); Flying Card (Flight 6 Powers: Blaster Pistol (Ranged Damage 9, Easily Removable
(120 MPH), Platform) (-8 points)); Immortality (Enhanced Advantage 1 (Diehard),
Immunity 1 (Aging), Regeneration 5 (Persistent)); Flying Card
Advantages: Accurate Attack, Agile Feint, Close Attack 5,
(Flight 6 (120 MPH), Platform)
Defensive Attack, Defensive Roll, Evasion, Improved Critical
(Eye Laser), Improved Disarm, Improved Initiative, Power Advantages: Agile Feint, All-out Attack, Defensive Attack,
Attack, Ranged Attack 5, Teamwork Defensive Roll, Diehard, Evasion, Fascinate (Persuasion),
Improved Critical (Unarmed), Inspire 2, Leadership, Power
Skills: Acrobatics 3 (+5), Athletics 3 (+7), Deception 6 (+8),
Attack, Takedown, Teamwork
Expertise: Gigolo 6 (+8), Insight 6 (+8), Intimidation 6 (+8),
Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Eye Laser Skills: Acrobatics 3 (+5), Athletics 3 (+7), Close Combat:
6 (+8) Unarmed 8 (+10), Deception 7 (+11), Expertise: Criminal 6
(+8), Insight 7 (+9), Intimidation 7 (+11), Perception 4 (+6),
Offense: Initiative +6, Eye Laser +13 (Ranged, Damage 7, Crit.
Persuasion 7 (+11), Ranged Combat: Blaster Pistol 8 (+10)
19-20), Unarmed +10 (Close, Damage 4)
Offense: Initiative +2, Blaster Pistol +10 (Ranged, Damage 9),
Defense: Dodge 13, Parry 13, Fortitude 8, Toughness 5/4*, Will
Unarmed +10 (Close, Damage 4, Crit. 19-20)
8 *Without Defensive Roll.
Totals: Abilities 46 + Powers 20 + Advantages 20 + Skills 23 + Defense: Dodge 13, Parry 13, Fortitude 9, Toughness 5/4*, Will
11 *Without Defensive Roll.
Defenses 29 = 138
Totals: Abilities 44 + Powers 28 + Advantages 13 + Skills 30 +
Complications: Greed: Befitting a man dressed as a play-
Defenses 36 = 151
ing card, Danforth looks to get rich quick. Temper: Once
provoked, Danforth may fly into nearly homicidal rages. Complications: Greed: Befitting a man dressed as a playing
Quirk: Prior to losing his natural eye, Danforth was quite card, Carny looks to get rich quick. Temper: Carny has as
the cad. Obsession: Danforths desire to regain his lost eye short a fuse as his teammates. Disability: Prior to gaining
and sex appeal has made him mentally unstable. Immortality, Carny was terminally ill with lung cancer.

become a one-eyed Jack at the urging of the second Gam- Queen II PL10 138 points
bler, but the scarring implantation of a laser-emitting eye
wrecked his self-image and sanity. Abilities: Str 3 Sta 4 Agl 3 Dex 3 Fgt 3 Int 1 Awe 1 Pre 3
Powers: Blaster Pistol (Ranged Damage 9, Easily Removable
Re-Shuffled (-8 points)); Razor-Spade Launcher (Ranged Multiattack
Damage 5, Removable (3 points)); Flying Card (Flight 6 (120
While working for Hector Hammond, Jack II wielded an En- MPH), Platform)
ergized Sword (Strength-Based Damage 6, Easily Removable
Advantages: Accurate Attack, Agile Feint, Defensive Attack,
(2 points)), and had the Attractive Advantage. Both were lost
Defensive Roll 2, Evasion, Fascinate (Deception), Improved
after he gained his Laser Eye. The above statistics (without the Disarm, Improved Grab, Improved Hold, Improved Trip, Ranged
Powers & Equipment) can also be used for the original Jack. Attack 7, Teamwork
As Hi-Jack, Jack I was armed with sharpened playing cards
equivalent to Queen IIs Razor-Spade Launcher. While work- Skills: Acrobatics 3 (+6), Athletics 3 (+6), Close Combat:
ing for Prof. Amos Fortune, both Jacks carried Stellaration Unarmed 8 (+11), Deception 7 (+10), Expertise: Acting 9 (+10),
Ranged Combat: Razor-Spade Launcher 5 (+8)
Energy devices.
Offense: Initiative +3, Blaster Pistol +10 (Ranged, Damage 9),

King II Razor-Spade Launcher +15 (Ranged, Multiattack Damage 5),


Unarmed +11 (Close, Damage 3)
Defense: Dodge 13, Parry 13, Fortitude 8, Toughness 6/4*, Will
Terminal cancer had nearly ended the reign of King of the
8 *Without Defensive Roll.
Hoboes Joe Carny when he was recruited into the Gang and
became its sovereign after Ace Derek Reston was exposed Totals: Abilities 42 + Powers 28 + Advantages 19 + Skills 18 +
as an android. Later, during the massive invasion of Earth by Defenses 31 = 138
aliens determined to eliminate the threat of the human meta- Complications: Greed: Befitting a woman dressed as a
gene, Carnys own metagene made the phrase Long live the playing card, Taylor looks to get rich quick. Addiction: Taylor is
king a reality, granting him immortality. an alcoholic. Fame: Taylor is well-known from her former stage
stardom and subsequent fall.
Re-Shuffled
Queen II
While working for Hector Hammond, King II wore a Charisma-
Enhancing Costume (Affliction 10 (Resisted by Will; Dazed, Queen of Broadway Mona Taylor had abdicated her throne
Compelled, Controlled), Cumulative, Removable (4 points)) in favor of booze, and joined the Royal Flush Gang out of a
in lieu of wielding a Blaster Pistol. The above statistics (with- desperate lack of alternatives.
out the Powers, Equipment, and charisma) can also be used
for the original King. While working for Prof. Amos Fortune,
both Kings carried Stellaration Energy devices.

Heroes & Villains, Vol. 2 151


Andre Nutter (order #3338244) 1
Re-Shuffled Ten II PL10 148 points
While working for Hector Hammond, Queen II wielded an Abilities: Str 4 Sta 5 Agl 4 Dex 4 Fgt 4 Int 1 Awe 2 Pre 1
Illusion Scepter (Morph 2 (similarly-sized women), Easily Re-
Powers: Blaster Pistol (Ranged Damage 9, Easily Removable
movable (4 points)) instead of the Razor-Spade Launcher
(8 points)); Exploding Playing Cards (Ranged Burst Area
and Blaster Pistol. The provided statistics (without the Pow-
Damage 7, Removable (4 points)); Flying Card (Flight 6 (120
ers, Equipment, and acting skills) can also be used for the
MPH), Platform)
original Queen. While working for Prof. Amos Fortune, both
Queens carried Stellaration Energy devices. Advantages: Agile Feint, Defensive Attack, Evasion, Improved
Critical (Unarmed), Improved Initiative, Improved Smash,
Improved Trip, Instant Up, Power Attack, Teamwork
Ten II Skills: Acrobatics 6 (+10), Athletics 6 (+10), Close Combat:
Unarmed 9 (+13), Perception 4 (+6), Ranged Combat: Blaster Pistol
Former test pilot Wanda Wayland had lost her job as a result 7 (+11), Sleight of Hand 7 (+11), Stealth 7 (+11), Vehicles 6 (+10)
of rebuffing her boss advances, when the Gang came calling. Offense: Initiative +8, Blaster Pistol +11 (Ranged, Damage 9),
Eager to prove herself in a more equitable (though illicit) situ- Unarmed +13 (Close, Damage 4, Crit. 19-20)
ation, she eagerly became their Ten.
Defense: Dodge 13, Parry 13, Fortitude 9, Toughness 5, Will 9

Re-Shuffled Totals: Abilities 50 + Powers 33 + Advantages 10 + Skills 26 +


Defenses 29 = 148
While working for Hector Hammond, Ten II wore a special Complications: Greed: Befitting a woman dressed as a playing
Costume (Energy Blasts (Ranged Damage 10), Immunity 11 card, Wayland looks to get rich quick. Temper: Wayland is as
(electrical damage, suffocation, all environmental condi- ill-humored as her teammates.
tions), Removable (6 points)). The above statistics (without
the Powers, Equipment, and piloting skills) can also be used both Tens carried Stellaration Energy devices. The original Ten
for the original Ten. While working for Prof. Amos Fortune, also had Technology 7 skill.

S.H.A.D.E.
The Super Human Advanced Defense Executive, or S.H.A.D.E., tahumans, and the catastrophe in Bldhaven provided Father
is a United States government agency responsible for as- Time with more test subjects. Father Time began using brutal
sessing, investigating, and containing paranormal activity. tactics to contain the mutated population of Bldhaven, and
Lyndon Johnson founded S.H.A.D.E. with a massive budget was eventually stopped by the Teen Titans.
during the Cold War. The S.H.A.D.E. budget has been slashed
The research performed by S.H.A.D.E. allowed them to cre-
with each new administration.
ate a modern incarnation of the World War II-era superhu-
No one knows how long Father Time, the current head of man team known as the Freedom Fighters. The new group
S.H.A.D.E., has controlled the organization. Under Father was loyal to Father Time, who used them protect the interests
Times command S.H.A.D.E. has recruited or created many su- of S.H.A.D.E. and the U.S. governmentuntil the rebirth of
perhuman operatives. Two notable recruits are Frankensteins Uncle Sam.
monster and his Bride. The Bride is a long-time operative of
Uncle Sam is the physical incarnation of the national spirit of
S.H.A.D.E. and was recruited during a time when she thought
the United States. During World War II the original Freedom
Frankenstein dead. In truth, Frankenstein was inactive for
Fighters were led by Uncle Sam and his uncompromising
more than a century under a sleepy northwestern town.
sense of justice. Appalled by the new Freedom Fighters use
During the events of Infinite Crisis, S.H.A.D.E. operatives dis- of brutality to accomplish their goals, Uncle Sam set out to
covered the invasion of the Sheeda, a far-future genetically win over the hearts and minds of the modern team.
altered offshoot of humanity. The Sheeda traveled through
Over the course of his struggle to gain the loyalty of the Free-
time to harvest the citizens of New York. As most of the
dom Fighters, Uncle Sam unmasked a pawn of Father Time
worlds super heroes were occupied with the larger crisis, the
who had replaced Senator Henry Knight. In the guise of Sena-
U.S. government put S.H.A.D.E. in charge of repelling the in-
tor Knight, Gonzo the Mechanical Bastard won the presiden-
vasion.
cy of the United States. Uncle Sam and the Freedom Fighters
After the invasion was averted, S.H.A.D.E. was put in charge of exposed Gonzo the Mechanical Bastard and wrested control
cleaning up the environmental contamination in Bldhaven of S.H.A.D.E. from Father Time. The new president appointed
caused by Chemo and Captain Atom. During their long his- the Freedom Fighters as the directors of S.H.A.D.E. and re-
tory S.H.A.D.E. conducted experiments on humans and me- turned the organization to prominence.

152 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Sabbac
SABBAC
Sabbac PL14
STR STA AGL DEX FGT INT AWE PRE
18 16 0 0 6 0 1 1
Powers
Sabbac!: Activation (Move Action, 1 point) 75 points
Demonic Flight: Flight 8 (500 MPH) 16 points
Hellfire: Ranged Damage 14, Accurate 5 33 points
Infernal Invulnerability: Immunity 10 (Life Support),
Impervious Toughness 14, Protection 3 29 points

Advantages
Diehard, Great Endurance

Skills
Close Combat: Unarmed 4 (+10), Expertise: Magic 2 (+2),
Intimidation 4 (+5), Perception 4 (+5)

Offense
Initiative +0
Hellfire +10 Ranged, Damage 14
Unarmed +10 Close, Damage 18

Defense
Dodge 9 Fortitude 16
Parry 9 Toughness 19
Tim Karnes was taken in as a foster child by David and Re-
Will 12 becca Freeman, becoming an older foster brother to their
Power Points
son, Freddy. When the Freemans were killed in a car accident,
Tim was shuffled off to one abusive failed foster family after
Abilities 84 Skills 7 another, while Freddy went to live with his grandfather. Tim
Powers 75 Defenses 23 grew to resent his foster brothers relatively normal life.
Advantages 2 Total 191 The Temple of Bagdan abducted Tim, revealing to him that he
was the inheritor of a bloodline possessing demonic power.
Complications
An infernal ritual unlocked the powers of six demons: Satan,
Demonic Pact: Sabbac owes his powers to six demons, who Aym, Belial, Beelzebub, Asmodeus and Creteis, transforming
can choose to withdraw those powers. Tim into the demonic Sabbac!
Transformation: Returns to his mortal identity upon saying
his name. Karnes is Str, Sta, and Ftg 1. Personality
Tim Karnes is a bitter young man, rejected by the world and
corrupted by the power he possesses. As Sabbac, he is an
Ishmael Gregor even more cruel and vicious bully, willing to do the work of
Tim Karnes is not the only one to wield the powers of infernal forces.
Sabbac; New York-based Russian mob boss Ishmael
Gregor stole Sabbacs demonic powers and identity for Powers & Abilities
himself, confronting the Outsiders and Captain Marvel,
Jr. as well as absorbing the power of the Seven Deadly Empowered by six demons, Sabbac has tremendous strength,
Enemies of Man to become even stronger. Gregors traits stamina, toughness, and the ability to fly and cast hellfire
are similar to those given for Karnes, though he later from his mouth and hands.
acquires Growth, allowing him to assume a gigantic
demon form as well. Gregor also has Expertise: Criminal Allies
8 and Expertise: Magic 6.
Sabbac was originally empowered by the Temple of Bagdan,
and has worked with Dr. Sivana, the Fearsome Five and the
Secret Society, though he has no true allies.
Real Name: Timothy Karnes
Occupation: Demonic host Enemies
Base: Mobile Sabbacs primary foes are the members of the Marvel Family,
particularly his foster brother Captain Marvel, Jr. He has also
clashed with the Outsiders, Superman and Donna Troy.

Heroes & Villains, Vol. 2 153


Andre Nutter (order #3338244) 1
Saint Walker
Saint Walker PL14
STR STA AGL DEX FGT INT AWE PRE
1 2 1 2 3 1 6 6
Powers
Power Ring: 139 points, Removable (-28 points) 111 points
AI and Database: Features 2 2 points
The Power of Hope: Feature 1 (see sidebar) 1 points
Communication: Senses 1 (Communication Link to Central
Power Battery) 1 points
Flight: Flight 14 (32,000 MPH), Movement 4 (Environmental
Adaptation Zero-G, Space Travel 3) 36 points
Force Field: Impervious Protection 12; Immunity 10 (Life
Support) 34 points
Force Manipulation: Array (40 points)
Revitalize: Healing 20 40 points
Hope Burns Bright: Nullify 20 (Orange, Red, or Yellow
power ring effects), Dynamic 2 points
Force Blast: Ranged Damage 18, Dynamic 2 points
Force Constructs: Create 18, Dynamic 2 points
Lifting: Move Object 18, Dynamic 2 points
Force Bubble: Immunity 10 (Life Support), Affects Others,
Burst Area, Ranged 2 point
Mobile Constructs: Create 12, Movable, Dynamic 2 point
Scanning Beam: Senses 6 (Analytical Auditory, Chemical,
and Visual) 6 points
Universal Translator: Comprehend Languages 4 8 points

Advantages
Defensive Attack, Diehard, Fearless, Inspire 3, Interpose,
Leadership, Move-by Action

Skills
Athletics 4 (+5), Expertise: Theology 8 (+9), Insight 4 (+10),
Perception 4 (+10), Persuasion 4 (+10), Ranged Combat: Power
Ring 8 (+10), Technology 4 (+5), Treatment 4 (+5)

Offense

BroDee Walker was a priest from the planet Pacredo who Initiative +1
earned the title Saint for his ability to instill hope in others Force Blast +10 Ranged, Damage 18
during their darkest times. When Ganthet and Sayd broke
Unarmed +3 Close, Damage 1
away from their fellow Guardians to form the Blue Lantern
Corps, which would be the representatives of hope in the Defense
universe, they selected BroDee Walker.
Dodge 6 Fortitude 6
Ganthet and Sayd took Walker to their new home world of Parry 6 Toughness 14
Odym to begin the process of initiating him into the Blue Lan-
tern Corps. After three days of learning about the importance Will 14
of the Blue Lanterns and their ultimate destiny in the War of Power Points
Light, Walker accepted their invitation and became the first
Blue Lantern. Abilities 44 Skills 20
Powers 111 Defenses 20
Saint Walkers first mission was to find the next Blue Lantern
recruit. Walker traveled to Sector 002 and found a being called Advantages 9 Total 204
Warth who would become the second Blue Lantern. While Complications
Ganthet and Sayd were examining Warth, Walker sought out
Hal Jordan and brought him to Odym. Power Loss: The Blue Lantern rings are fueled by hope. If the
wearer of the ring and others near the wearer of a Blue Lantern
power ring lose hope, the ring ceases to function.

Real Name: BroDee Walker Weakness: The Force Manipulation array of the Blue Lantern
Power Ring only functions while within perception range of
Occupation: Blue Lantern, Saint of Pacredo a Green Lantern, also Flight and Force Field ranks are halved
Base: The planet Odym when out of this range.

154 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Saint Walker and Brother Warth were tasked with bringing
Hal Jordon into the Blue Lanterns, but ultimately failed. They
The Power of Hope
fought beside Jordon and the various other Lantern Corps The Blue Lanterns are both the most and least powerful
during Blackest Night, finally defeating Nekron and the Black of the lights of the emotional spectrum. On the one hand,
Lanterns. the blue power rings are extremely limited without a
green power ring nearby, since hope has little influence
Personality without willpower behind it. On the other hand, with the
aid of a Green Lantern and sufficient hope to draw upon,
BroDee Walker was given the title of Saint on his home world there seems to be little the Blue Lanterns cannot accom-
of Pacredo. He is a peaceful being who is willing to sacrifice plish. In one instance, they were able to reignite a dying
himself for the greater good of all beings in the universe. sun with their power!

Powers & Abilities This is a specialized kind of power stunt (see Extra Effort
in the Heros Handbook) with certain specific requirements:
Saint BroDee Walker wields the Blue Lantern power ring, one First, the Blue Lanterns Force Manipulation Array is limited
of the most powerful weapons in the universe. in ranks to the lower of the Will rank of the Blue Lantern
wearing the ring or to the highest-Will Green Lantern in
Allies perception range. Second, the ranks can increase signifi-
cantly when there is a large number of people hoping for
Saint Walker was the first member of the Blue Lantern Corps. the same thing. The effect rank is equal to the number of
He fought alongside Hal Jordan and many other Lanterns beings providing the hope, read on the Volume column
during the Blackest Night and would like to call most of them of the Measurements Table. So only one being is rank 0,
friends. whereas a billion souls is rank 30. Such unanimity of hope
tends to only occur in times of great crisis. This effect can
Enemies exceed normal power level limits (like other uses of extra
effort) but the GM decides on the conditions and the avail-
Nekron and the Black Lanterns. ability of hope to power the effect.

Sandman
Sandman (Sanderson Hawkins) Real Name: Sanderson Hawkins
Sanderson Sandy Hawkins was the nephew of Dian Belmont, Occupation: Adventurer and avenger
the woman who was Wesley Dodds paramour and sometime Base: Varies (he inherited many properties
assistant in his work as the Sandman. Sandy discovered that from his mentor)
Dodds was the Sandman, then accidentally became involved
in a case and helped Dodds solve it. He soon after joined the
Sandman as a fighting sidekick known as Sandy the Golden
Boy. The partnership inspired Dodds to change (temporar- him further and further away from his friends and into dark
ily, it turned out) from fedora, business suit and gas mask to moods and bouts of self-isolation. Reluctant to immerse him-
a brighter costume that made his profession as crime-fighter self too deeply in the heroic fray anymore because of how
more obvious. Sandy and his mentor fought the good fight such activity triggers his talents (and pulls him away from the
together for a number of years, but an experiment of Dodds ordinary people his visions provoke him into aiding), Sander-
tragically resulted in Hawkins transforming into a rampaging son helps his teammates now only when he knows they need
silicoid monster. Dodds was forced to incapacitate the young him specifically, and even then with obvious reluctance.
man, placing him in suspended animation while he spent de-
cades searching for a cure to Sandys condition. Personality
Eventually freed as the result of another accident, Sandy was Hawkins boyish exuberance is today tempered with the
manipulated by a villain named the Shatterer before being weight of his many traumatic experiences. He is serious, so-
cured in the final battle between them, Dodds, and Dodds ber and reserved. The violence of his past and the things he
allies. Human again, Hawkins renewed his partnership with sees in his dreams have also cost him on an emotional level,
Dodds just in time for both of them to be trapped in Limbo, so much so that he now distances himself from his allies, only
forestalling Ragnarok alongside most of the rest of the JSA. coming to their aid when absolutely needed.
When the JSA was released from that place, Dodds went into
semi-retirement and Sandy went on to finish his education (a Powers & Abilities
few decades late). After Dodds died while fighting Mordru,
Sanderson Hawkins is a geokinetic and limited geomorph with
Hawkins inherited the Dodds fortune, which he put to good
control over earth and derived materials, with a partially silicate
use helping the reformed JSA (of which he became a mem-
metabolism and the ability to shift to a particulate form and
ber), even donating a mansion for the team to make into a
back again. He has precognitive visions in his sleep and is men-
headquarters. Over time, the nightmares he inherited from
tally tied to the Earths well-being. Even without powers, Sandy
his mentor and the strains of his combined gifts and expe-
is physically formidable and highly skilled, with experience in
riences have weighed terribly on Hawkins, slowly pushing

Heroes & Villains, Vol. 2 155


Andre Nutter (order #3338244) 1
Sandman (Sanderson Hawkins) PL10
STR STA AGL DEX FGT INT AWE PRE Offense

2 6 2 2 8 3 3 3 Initiative +6

Powers Earth Control Perception, Damage 9


Earthquake Close, Burst Area Damage 10
Geokinesis: Array (36 points),
Linked to Affliction 10 (DC 20)
Earthwalker: Teleport 15 (120 miles), Extended (32,000
miles), Medium (Contiguous earth) 30 points Unarmed+12 Close, Damage 6/2*
Earth Control: Damaging Perception Range Move Object
9, Limited to earth, sand, and rock 1 point Defense
Earthquake: Burst Area Damage 10, Limited: Both Dodge 10 Fortitude 10
Hawkins and targets must be in contact with the ground,
Parry 10 Toughness 10/8*
Linked to Burst Area Affliction 10 (Resisted by Fortitude;
Vulnerable, Defenseless), Instant Recovery, Limited Degree, Will 10 *Without Hard as Rock
Limited: Both Hawkins and targets must be in contact with
the ground 1 point Power Points
Earth Shaping: Continuous Movable Create 7 1 point Abilities 58 Skills 42
Legacy Equipment: Array (44 points), Easily Removable
Powers 81 Defenses 21
(-22 points)
Sleep-Gas Gun: Cloud Area Affliction 8 (Resisted by Advantages 16 Total 218
Fortitude; Dazed and Fatigued, Compelled and Exhausted,
Asleep), Extra Condition, Reach 4 (20 feet), Linked to Cloud Complications
Area Concealment 6 Attack (Olfactory and All Visual), Attuned to the Earth: Hawkins is mentally attuned to the
Partial, Reach 4 (20 feet) 41 points Earth, able to sense global-scale problems and disturbances,
Wirepoon: Ranged Damage 5; Movement 1 (Swinging) including major or unnatural seismic activity. At close ranges
1 point this attunement is painful, and at any range it is difficult to
Reluctant Seer: Senses 4 (Precognition) Uncontrolled 2 points ignore and very distracting.
Self-Shaping: Array (14 points)
Hard as Rock: Enhanced Strength 4, Feature 2 (Increased Haunted: Sandy inherited Dodds prophetic talents and is
Mass Rank 2 (800 lbs)), Impervious Protection 2 14 points cursed with nightmarish visions of future dangers and
Living Sand: Insubstantial 2 (Sand), Immunity 2 calamities that fill his dreams until he deals with them.
(Suffocation) 1 points

Equipment
Sandy PL6 73 points
Accoutrements: Gas Mask, Body Armor (Protection 2, doesnt Abilities: Str 1 Sta 2 Agl 3 Dex 2 Fgt 4 Int 2 Awe 2 Pre 1
stack with Hard as Rock) 3 points Equipment: Wirepoon (Ranged Damage 5 and Move 1
(Swinging) 11 points
Advantages
Advantages: Close Attack 3, Defensive Attack, Defensive
Accurate Attack, Benefit 2 (Independently Wealthy), Close Roll 2, Evasion, Equipment 3, Improved Defense, Improved
Attack 4, Connected, Contacts, Defensive Attack, Evasion, Initiative, Improved Trip
Equipment, Improved Defense, Improved Initiative, Improved
Trip, Well-informed Skills: Acrobatics 4 (+7), Athletics 4 (+5), Deception 2 (+3),
Insight 2 (+4), Investigation 2 (+4), Perception 4 (+6), Persuasion
Skills 2 (+3), Sleight of Hand 2 (+4), Stealth 4 (+6)
Acrobatics 6 (+8), Athletics 6 (+8), Deception 6 (+9), Expertise: Offense: Initiative +7, Unarmed +7 (Close, Damage 1),
Criminology 8 (+11), Insight 8 (+11), Intimidation 6 (+9), Wirepoon +2 (Ranged, Damage 5)
Investigation 8 (+11), Perception 8 (+11), Persuasion 6 (+9), Ranged Defense: Dodge 8, Parry 8, Fortitude 4, Toughness 4/2*, Will 4
Combat: Guns 8 (+10), Sleight of Hand 6 (+8), Stealth 8 (+10) *Without Defensive Roll.
the costumed-hero game dating back to his adolescence. He Totals: Abilities 34 + Powers 0 + Advantages 13 + Skills 13+
also goes into action wearing body armor and carrying Wes- Defenses 13 = 73
leys old tools, though he has been known to carry heavier
armaments when he felt it necessary (i.e., uses his unspent
Equipment points and trades out the rest for an adventure).
Sandy
Allies Note that the Wirepoon is included in the combat stats for
The JSA are his primary allies, though hes on good terms with completenessSandy began as a much more innocent fel-
many of the JLA as well. low than he grew up to be, and wouldnt have used the Wire-
poon for an attack unless he absolutely had to. Younger and
Enemies more spry, Sandy loses some of his agility as he grows older,
though he makes up for it in many other areas.
His enemies consist mostly of the team enemies earned fight-
ing alongside the JSA, though Johnny Sorrow is a notable
personal nemesis.

156 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Sandman (Wesley Dodds)
Haunted by nightmares of unspeakable wrongs, Wesley
Dodds first donned the Sandmans garb in 1938 and fought
for justice in the twilight hours of each day for decades.
Aided by his dearest love Dian Belmont, the Sandman was
one of the very first mystery men, and as such became a
founding member of the JSA in 1940. In mid-1942, at the
urging of his new crime-fighting partner Sandy the Golden
Boy, Wesley changed his costume and arsenal, making the
Sandman less terrifying. Instead, his costume was designed
to build morale during wartime. He retained his more cheer-
ful garb until one of his experimental weapons accidentally
changed Sandy into a creature composed of silicate. Guilt-
ridden, Wesley retired his Sandman identity in 1945.

Wesley eventually returned to action in modern times along


with the JSA, and was imprisoned along with the rest of the
team in a world-saving Ragnarok. Upon his return to Earth,
both Wesley and Dians health began to decline, and they
spent most of their remaining years traveling the world. After
Dians passing, Wesley joined her in death by heroically sac-
rificing himself rather than jeopardize the new Dr. Fate in his
battle with the evil Mordru.

The Sandman (Wesley Dodds) PL8


STR STA AGL DEX FGT INT AWE PRE Offense

2 3 2 4 4 4 4 2 Initiative +6

Powers Sleep-Gas Gun +8 Close, Cloud Area Affliction 8, Resisted


by Fortitude (DC 18), Reach 4
Prophetic Dreams: Senses 4 (Precognition), Uncontrolled
Unarmed +12 Close, Damage 2, Crit. 19-20
2 points
Sleep-Gas Gun: Cloud Area Affliction 8 (Resisted Defense
by Fortitude; Dazed and Fatigued, Compelled and
Exhausted, Asleep), Extra Condition, Reach 4 (20 feet), Dodge 9 Fortitude 7
Linked to Cloud Area Concealment 6 Attack (Olfactory Parry 9 Toughness 7/3**
and All Visual), Partial, Reach 4 (20 feet), Easily
Will 9 **Without Defensive Roll.
Removable (18 points) 26 points
Power Points
Equipment
Abilities 50 Skills 46
Gas Mask: Enhanced Skill 1 (Intimidation +2), Immunity 1
(Breathe normally in airborne toxins and irritants) 2 points Powers 28 Defenses 21
Duster: Protection 1 1 point Advantages 26 Total 171
Vehicle: 1938 Plymouth Coupe 10 points
Complications
Size: Large Str: 5 Speed: 6 Def: 8 Tou: 8 Features: Caltrops
Justice: Wesleys nightmares compel him to punish evildoers.
Advantages
Relationship: Wesley loves Dian Belmont deeply, and holds
Agile Feint, All-out Attack, Benefit 3 (Millionaire), Contacts, Sandy and Humphries in great esteem.
Defensive Roll 3, Equipment 3, Evasion, Great Endurance,
Hide in Plain Sight, Improved Critical (Unarmed), Improved Reputation: Prior to joining the JSA, the Sandman was
Disarm, Improved Initiative, Instant Up, Inventor, Languages 2 mistrusted by the public and wanted by the police.
(Mandarin, Japanese), Power Attack, Quick Draw, Startle, Well- Secret: The Sandman keeps his true identity hidden.
informed
Quirk: The Sandman leaves an origami sculpture containing a
Skills poem as his calling card.

Acrobatics 7 (+9), Athletics 7 (+9), Close Combat: Unarmed 8


(+12), Expertise: Chemistry 4 (+8), Expertise: Origami & Poetry
5 (+9), Insight 7 (+11), Intimidation 7 (+11/+9*), Investigation 7
Real Name: Wesley Bernard Dodds
(+11), Perception 9 (+13), Ranged Combat: Guns 4 (+8), Sleight Occupation: Wealthy socialite
of Hand 7 (+11), Stealth 9 (+11), Technology 4 (+8), Vehicles 7 Base: New York City, New York
(+11) *Without Gas Mask.

Heroes & Villains, Vol. 2 157


Andre Nutter (order #3338244) 1
The Grainy Gladiator
On June 28, 1941, Wesley gained Immunity 1 (Aging) as a result of absorbing mystical energies, retaining it until his
escape from Ragnarok. Later that year, he swapped his Sleep-Gas Gun and gas mask for his Wirepoon Gun: Array (10
points), Easily Removable (4 points): Barbed Grapple (Ranged Damage 5), AE: Swingline (Movement 1 (Swinging)). His
Ranged Combat skill increased to 7, and he gained Sandy as a Sidekick.

Personality
Normally quiet and philosophical, as the Sandman Wesley
uses his dehumanizing mask and altered voice to terrify crim-
There is no land beyond the law
inals.
Where tyrants rule with
Powers & Abilities unshakable power!
Wesleys prophetic dreams provide symbolic clues to horrific
crimes in his vicinity. He is an ace detective, inventor and a Tis but a dream from which
skilled martial artist.
the evil wake to face
Allies their fate
The JSA, Dian, his butler Leslie Humphries, and (later) Sandy
the Golden Boy. Their terrifying hour!
Enemies
-The Sandman
The Face bedeviled Wesley through the decades.

Saturn Girl
Imra Ardeen was born on Saturns moon, Titan, a talented
telepath from a race of mind readers. She left home as a Real Name: Imra Ardeen-Ranzz
teenager to attend the Science Police Academy, traveling to
Earth on board a star-liner alongside wealthy industrialist R.J. Occupation: Legionnaire
Brande, Garth Ranzz and Rokk Krinn. Base: Earth
Imras telepathic abilities alerted her to a plot to assassinate
Brande, and her warning enabled Ranzz and Krinn to use
Personality
their powers of lightning and magnetism to help save the
industrialists life and capture his assailants. Inspired by sto- Saturn Girl is the heart of the Legion. From the earliest days
ries of heroes from a thousand years previously, R.J. Brande of the team, she served as a kind of mother figure, and has
encouraged his three young rescuers to form the Legion of always believed in her teammates more than anyone else,
Super-Heroes, and Imra adopted the codename Saturn Girl. including themselves. She also believes in the Legion and
its cause more than anyone. With her power to see past the
Saturn Girl served as a Legionnaire and as team leader. She way people behave on the surface, Saturn Girl knows that in
eventually became romantically involved with teammate and a cosmos plagued by political and social conflict, people are
fellow Legion founder Lightning Lad (Garth Ranzz) and, af- people and things can change. Shes smart, determined and
ter years of dating, they married. Initially, Legion rules forced has an almost unbreakable will.
them to resign from the team, but only a few months later,
circumstances forced the Legion to call upon all of its reserves Powers & Abilities
and the rule was changed, allowing the couple to return to
full membership. Saturn Girl is a powerful and skilled telepath, able to read
minds, probe for deeper thoughts and memories, and stun
Imra and Garth left the team again after the birth of their son, or shut down an opponents mind with a blast of telepathic
Graym. What they did not know was Graym was a twin (com- force. She also has limited telekinetic abilities. In addition to
mon on Lightning Lads home world of Winath). His brother her mental powers, Saturn Girl is a skilled hand-to-hand fight-
was abducted at birth by Darkseid, sent back in time and er and criminal investigator.
transformed into the monster Validus (see The Fatal Five in
Vol. 1). He fought the Legion (including his future parents) She is one of the most intelligent and perceptive members
for many years before Saturn Girl learned the truth through of the Legion and, because of her mental powers, the most
her mental powers and demanded Darkseid restore her son. often entrusted with keeping her teammates secrets. Her
Saturn Girl has remained more active in the Legion than her strength of will has enabled her to resist minds as powerful as
husband, who is content to care for their children. Universo and to stand up to Darkseid himself.

158 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Saturn Girl PL11
STR STA AGL DEX FGT INT AWE PRE Power Points

0 1 3 2 3 5 5 5 Abilities 48 Skills 25

Powers Powers 60 Defenses 32


Advantages 16 Total 181
Mental Defenses: Impervious Will 10 10 points
Mental Senses: Senses 7 (Detect Minds, Ranged, Acute, Complications
Extended 3; Mental Awareness) 7 points
Telekinesis: Perception Ranged Move Object 1, Subtle Relationships: Her husband, Garth (Lightning Lad) and her
4 points sons, Graym and Val.
Telepathy: Array (38 points) Self-Sacrifice: Saturn Girl is willing to sacrifice herself and her
Mind Reading: Mental Communication 4, Mind Reading 11 own well-being for those she cares about.
38 points
Mind Blast: Perception Ranged Affliction 11 (Resisted by
Will; Dazed, Stunned, Incapacitated), Subtle 1 point

Equipment
Flight Ring: Communication 5 (subspace radio, Anywhere,
Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points
Telepathic Plug: Comprehend 3 (Languages; Speak,
Understand, Understood), Mental Communication 1 (100
feet) 10 points
Transsuit: Immunity 9 (Life Support, except for starvation and
thirst) 9 points

Advantages
Benefit 1 (Legion membership), Defensive Roll 4, Equipment 8,
Teamwork, Trance, Ultimate Effort (Will checks)

Skills
Acrobatics 6 (+9), Athletics 4 (+4), Close Combat: Unarmed 6
(+9), Insight 12 (+17), Intimidation 4 (+9), Investigation 4 (+9),
Perception 8 (+13), Persuasion 4 (+9), Vehicles 2 (+4)

Offense
Initiative +3
Mind Blast Perception, Affliction 11, Resisted
by Will (DC 21)
Unarmed +9 Close, Damage 0

Defense
Dodge 11 Fortitude 7
Parry 11 Toughness 5/1*
Will 15 *Without Defensive Roll.

Allies
A founding member of the Legion of Super-Heroes, Saturn
Girl can call upon any of its members (past or present) for aid.
Her mental powers actually make her one of the most trusted
Legionnaires, as she is used to keeping secrets and respecting
others privacy. This led members like Element Lad and Sensor
Girl to trust Saturn Girl with their lives.

Enemies
Though she has clashed with virtually all of the Legions
foes, many of Saturn Girls most personal enemies are men-
talists like her. They include the criminals Saturn Queen
and Esper Lass and the hypnotist Universo. Saturn Girl
reserves her greatest enmity for Darkseid, for having kid-
napped her son.

Heroes & Villains, Vol. 2 159


Andre Nutter (order #3338244) 1
Scarecrow
Scarecrow PL10
STR STA AGL DEX FGT INT AWE PRE
1 2 4 1 6 4 3 4
Powers
Emotionless: Immunity 5 (Emotion effects) 5 points
Fear Gas: Cumulative Progressive Cloud Area Affliction 10
(Resisted by Will; Dazed and Vulnerable, Stunned and
Defenseless, Paralyzed and Unaware), Extra Condition,
Easily Removable (-24 points) 36 points

Equipment
Scythe: Strength-based Damage 3, Improved Critical, Reach
5 points

Advantages
All-out Attack, Defensive Roll 4, Equipment, Fascinate
(Intimidation), Skill Mastery (Expertise: Psychology), Startle

Skills
Close Combat: Scythe 4 (+10), Expertise: Chemistry 12 (+16),
Expertise: Psychology 12 (+16), Insight 12 (+15), Intimidation
10 (+14), Technology 4 (+8)

Offense
Initiative +4
Fear Gas Close, Cloud Area, Affliction 10, Resisted by Will
Scythe +10 Close, Damage 4, Crit.19-20, Reach

Defense
Dodge 8 Fortitude 6
Parry 12 Toughness 6/2*
Will 12 *Without Defensive Roll.

Power Points
Abilities 50 Skills 27
Powers 41 Defenses 23
Advantages 9 Total 150

Complications
Fear of the Bat: Batman is the only person the Scarecrow fears.

Dr. Jonathan Crane has always been obsessed with fear. He Scarecrow escaped from Arkham when Bane destroyed part
spent his childhood as outcast because of his love of book of the facility, and went on a crime spree with the Joker, ter-
learning and his gangly figure. He maimed a high-school bul- rorizing the mayor before Batman put a stop to their plans.
ly and killed the bullys girlfriend by dressing as a scarecrow Joker realized Scarecrow had tried to use the fear toxin on
and frightening them while they were driving, making them him and in retribution Joker nearly killed Scarecrow, sending
lose control of their car. Rather than feel remorse for his ac- Crane back to Arkham. He eventually escaped again when he
tions, Crane was delighted with the idea that he could fright- was mutated into a monster called Scarebeast. Crane cannot
en people so much that he could control them, a realization control when he turns into Scarebeast; it happens only when
that gave birth to his obsession. hes under stress or feels the need to defend himself.

Crane went to school and eventually became a psychiatrist of He worked with Black Mask to try to control Gotham after Bat-
some renown, working as a therapist at Arkham Asylum. He mans disappearance, and recently was given a yellow power
continued studying fear and eventually refined his fear toxin,
which he planned to release into Gotham City, but Batman
and Catwoman put an end to Cranes schemes. Ever since, Real Name: Dr. Jonathan Crane
Crane has taken the persona of the Scarecrow. He has spent Occupation: Psychiatrist, criminal
several stretches in Arkham Asylum, often in an isolation
ward so he cannot verbally manipulate his captors. Base: Gotham City

160 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
ring by the Sinestro Corps because of his unique ability to reational innovation he concocted for the mob. Scarecrows
cause fear. His career as a Corp member ended when Lex Lu- extensive study of psychology and natural ability to read and
thor stole the yellow ring. He has since returned to Gotham understand people give him the ability to manipulate the
City and is once more using his fear toxin on innocent people mentally weak with words alone. Through the power of ver-
to torture them and experience their fears. Luckily, Batman bal suggestion he can make people hurt or kill each other, or
and Batgirl are there to foil Cranes schemes. themselves.

If needed, Scarecrow can defend himself in physical combat.


Personality Recently he acquired the ability to transform into a massive
Dr. Jonathan Crane is obsessed with fear. He is not interested monster called Scarebeast, but can only do so if under duress.
in financial gain or worldly power, only in causing people to
feel fear. He has spent the entirety of his life studying fear and Allies
refining his techniques, and views people as mice to be used
Scarecrows tendency to view people as subjects to scare to
in his next experiment, or throwaway objects to be fright-
death has left him with few friends. He works with various
ened to death for Cranes own amusement. As such, Crane
Gotham criminals including the Penguin, the Joker, Two-Face,
is one of the most deranged and dangerous murderers Bat-
Killer Croc and Poison Ivy. He joined the Secret Society of Su-
man has ever faced, especially given Cranes recent ability to
per-Villains. He recently worked with Black Mask and was made
frighten or manipulate people to death simply by playing on
part of the Sinestro Corps because of his fascination with fear.
their fears.
Enemies
Powers & Abilities
Batman, Robin and Oracle all have put an end to Scarecrows
Scarecrow uses a poison gas to cause his victims to enter a
various schemes. Catwoman holds a personal grudge against
state of extreme anxiety and fear, oftentimes leading them
Crane as well, having teamed up with Batman to stop Scare-
to hurt or even kill themselves, or literally be frightened to
crow in the past. At one point the Joker tried to kill Scarecrow
death. He can also mix other drugs, Thrill being a recent rec-
after Crane attempted to poison him.

Secret Six
During the formation of the current Secret Society of Super-
Villains, not everyone was eager to join. Most of those who
refused to join were killed, though there were six exceptions.
Gathered together by a villain calling himself Mockingbird, this
Secret Six consisted of Cheshire, Deadshot, Fiddler, Scandal
Savage, Parademon and Rag Doll II. When Fiddler was killed for
fouling up a mission, the group recruited Catman. The group
fought the Society several times, maiming or killing several
members. Eventually the group was betrayed by Cheshire
and nearly tortured to death. The remaining Six members es-
caped with the help of a Society mole, Knockout, and the self-
sacrifice of one of their own, Parademon. It was then revealed
that Mockingbird was actually the original Lex Luthor who
was using the group to fight against his alternate-reality dupli-
cate who had posed as Earth-0s Luthor to set up the Society.
Deciding they were done being puppets, the Secret Six went
independent. Neither traditional super-villains nor heroes, the
Six Secret are a collection of outcasts, anti-heroes, mercenaries
and lunatics. Many of their members are at least a few of these
things simultaneously. They occupy a gray area in the DC Uni-
verse, running afoul of heroes and villains alike.

Since their founding the group has changed rapidly. Knock-


out died, leaving her lover Scandal devastated. The Mad
Hatter joined, only to be pushed off a bridge by Rag Doll II
who decided there was only room for one dandy freak in
this team. Harley Quinn joined and then quickly quit. Bane
and Jeannette proved lasting additions to the team and the
kidnapping of Catmans son led these two to form a replace-
ment Six of more unstable and evil members. Through this
all, the original surviving Six remain a close-knit if extremely
dysfunctional and dangerous group. They resemble a family
more than a combat unit or super-villain team, complete with
the occasional desire to kill each other.

Heroes & Villains, Vol. 2 161


Andre Nutter (order #3338244) 1
Dwarfstar PL10 150 points Base: House of Secrets, mobile
Abilities: Str 2 Sta 2 Agl 2 Dex 2 Fgt 5 Int 1 Awe 2 Pre 2 Current Members: Bane (see Vol. 1),
Powers: Size and Mass Control (Shrinking 20, Atomic, Catman (see Vol. 1), Jeannette, Deadshot (see Vol. 1),
Continuous, Normal Strength; Enhanced Advantage (Hide
in Plain Sight, Limited to when Shrunk), Removable (-16
Rag Doll II, Scandal Savage
points)); White Dwarf Costume (Feature 1 (Can change into Former Members: Black Alice, Cheshire (see Vol. 1),
his costume as a free action); White Dwarf Strike (Strength- Dwarfstar, The Fiddler, Giganta (see Vol. 1),
based Damage 8, Activation (Move Action), Limited: Must start
the turn shrunk and end it full size) Harley Quinn (see Vol. 1), Lady Vic (see Vol. 1),
Equipment: Knives (Strength-based Damage 1, Improved King Shark, Knockout, Jervis Tetch, Parademon
Critical), throwing knives (Strength-based Ranged Damage 1, Headquarters: House of Secrets
Improved Critical)
Advantages: Close Attack 2, Equipment, Favored Environment
(Ambush), Hide in Plain Sight, Improved Critical (Knife), Seize HQ: House of Secrets 22 points
Initiative, Takedown
Size: Large Tou: 10 Features: Communications, Computers,
Skills: Acrobatics 4 (+6), Athletics 3 (+5), Close Combat: Knife Concealed 5 (DC to detect +30), Dual Size (Huge on Inside),
4 (+9), Deception 6 (+8), Intimidation 6 (+8), Perception 3 (+5), Feature (constant dark, windy weather in area), Gym, Isolated,
Ranged Combat: Throwing 8 (+10), Sleight of Hand 6 (+8), Library, Living Space, Secret 5 (DC +30 to discover), Self-Repairing
Stealth 4 (+6/+20*)
Offense: Initiative +2, Knife +11 (Close, Damage 3, Crit. 18-20), The House of Secrets is a mysterious mansion where no elec-
Throwing Knife +10 (Ranged, Damage 3, Crit. 19-20), Unarmed tronic or mystical surveillance works properly. It is extremely
+7 (Close, Damage 2) difficult to locate the House of Secrets if one does not already
know its location. The House was often home to the eternal
Defense: Dodge 13*, Parry 13*, Fortitude 6, Toughness 5/2**,
Will 5 *With 14 ranks of Shrinking. **Without Defensive Roll.
murder victim and storyteller Abel. His whereabouts while
the Six use the house is unknown.
Totals: Abilities 36 + Powers 70 + Advantages 10 + Skills 22 +
Defenses 12 = 150
Complications: MotivationThirlls: Dwarfstar is a sociopathic
Dwarfstar
killer. QuirkSignature: When Dwarfstar kills someone (and
possibly when he performs any crime), he leaves a poem behind. Dwarfstar was given his shrinking belt by a woman who later
became a villainess known as Lady Chronos. She told him the
belt was from Ray Palmer (see the Atom (Ray Palmer)). Instead
Jeanette PL10 193 points of becoming a hero like Ryan Choi (see the Atom (Ryan Choi)),
Dwarfstar used his powers as an assassin. He encountered the
Abilities: Str 9 Sta 9 Agl 4 Dex 2 Fgt 5 Int 2 Awe 2 Pre 4
Atom (Ryan Choi) and afterward spent a lot of his time trying
Powers: Banshee (Immunity 11 (Life Support, Aging), to kill him. He eventually managed to do just that by hiring
Immortality 2, Regeneration 5); Death Cry (Cumulative Deathstroke and his mercenary Titans to carry out the attack.
Concentration Burst Area Affliction 10 (Resisted by Fortitude;
Dazed and Vulnerable, Stunned and Defenseless, Incapacitated), Dwarfstar eventually joined the Secret Six where he served
Extra Condition, Tiring); Death Sense (Senses 4 (Precognition, for a very short time before Amanda Waller, who disliked his
Limited to foresee death)); Supernaturally Swift (Speed 2 (8 past crimes and attitude, let Giganta know it was Dwarfstar
MPH), Enhanced Advantage 1 (Improved Initiative)) who was responsible for her boyfriend, Ryan Chois, death.
Advantages: All-out Attack, Attractive, Benefit 2 Dwarfstar survived the beating, but not before telling Gigan-
(Independently Wealthy), Fascinate (Persuasion), Improved ta it was Deathstroke who actually killed Choi.
Initiative, Languages 4 (Hungarian, Russian, Chinese, English,
and four others), Taunt
Skills: Close Combat: Unarmed 6 (+11), Deception 7 (+11),
Jeanette
Expertise: Criminal 4 (+6), Expertise: History 5 (+7), Expertise: Jeanette, also known as the Last Victim was a survivor of the
Politics 3 (+5), Insight 4 (+6), Intimidation 4 (+8), Perception 3 (+5),
murderous reign of Countess Elizabeth Bathory. A Hungarian
Persuasion 5 (+9), Ranged Combat: Throwing 4 (+6), Stealth 3 (+7)
noblewoman, Jeannette eventually escaped and married.
Offense: Initiative +8, Death Cry (Close, Cumulative Unfortunately, her husband betrayed her and she fell victim
Concentration Burst Area Affliction 10), Unarmed +11 (Close, to a botched execution. As she was suffering under each
Damage 9) clumsy swing of the headsmans axe, the vengeful spirit of a
Defense: Dodge 10, Parry 11, Fortitude 11, Toughness 9, Will 8 banshee entered Jeanette. This saved her life and rendered
her functionally immortal, but changed her forever. For cen-
Totals: Abilities 74 + Powers 65 + Advantages 10 + Skills 24 +
turies Jeannette wandered. She lived a life of luxury punctu-
Defenses 20 = 193
ated by terror and suffering. As such, she is familiar with both
Complications: The Last Victim: Jeannette is sometimes the finer things of life and the worlds worst prisons and tor-
plagued by flashbacks of previous moments in her life, traumatic ture chambers.
and otherwise. She is also very world-weary and fatalistic.
Romance: Jeannette is romantically involved with Deadshot, Jeannette joined the Secret Six because of her longtime
both for his deadly skills and resemblance to an old lover. friendship with Scandal Savage and her attraction to Dead-

162 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
King Shark PL11 136 points Rag Doll (Peter Merkel, Jr.) PL9 141 points
Abilities: Str 10 Sta 10 Agl 4 Dex 0 Fgt 8 Int 0 Awe 2 Pre 4 Abilities: Str 2 Sta 4 Agl 8 Dex 8 Fgt 6 Int 0 Awe 1 Pre 0
Powers: Aquatic (Immunity 3 (Cold, Drowning, Pressure), Powers: Triple-Jointed (Enhanced Advantages 3 (Second
Movement 1 (Environmental Adaptation (Aquatic), Senses Chance (Escape Checks), Skill Mastery (Sleight of Hand),
2 (Low-light Vision, Tracking (Olfactory)); Claws and Teeth Ultimate Effort (Contortion checks), Ultimate Effort (Escape
(Strength-based Damage 4, Penetrating 6, Improved Critical); Checks)); Enhanced Strength 4, Limited: Attacks against
Regeneration (Regeneration 2); Sharkskin (Protection 4); Grabbed Foes Only; Enhanced Skill 4 (Sleight of Hand +8,
Swimming (Swimming 7 (60 MPH)) Limited to Contorting and Escaping Checks); Immunity 20
(Blunt Force Trauma), Limited to Half Effect)
Advantages: All-out Attack, Benefit 2 (Cipher 2), Diehard,
Fearless, Great Endurance, Takedown 2 Advantages: Agile Feint, All-out Attack, Benefit
(Ambidexterity), Chokehold, Close Attack 3, Defensive
Skills: Athletics 4 (+14), Intimidation 6 (+10), Perception 4 (+6)
Attack, Defensive Roll 2, Evasion, Fast Grab, Grabbing Finesse,
Offense: Initiative +4, Claws and Teeth +8 (Close, Damage 14, Improved Defense, Improved Hold, Improvised Weapon,
Penetrating 6, Crit. 19-20) Second Chance (Escape Checks), Set-up, Skill Mastery (Sleight of
Defense: Dodge 8, Parry 8, Fortitude 14, Toughness 14, Will 6 Hand), Teamwork, Uncanny Dodge, Ultimate Effort (Contortion
checks), Ultimate Effort (Escape checks)
Totals: Abilities 76 + Powers 33 + Advantages 8 + Skills 7 +
Defenses 12 = 136 Skills: Acrobatics 10 (+18), Athletics 10 (+12), Close Combat:
Grab (Dex) 1 (+9), Deception 4 (+4), Expertise: Criminal 4 (+4),
Complications: Apex Predator: King Shark is a powerful and Intimidation 4 (+4), Perception 6 (+7), Sleight of Hand 2 (+10),
vicious mercenary not for money or fame, but because its in Stealth 5 (+13), Technology 2 (+2), Treatment 2 (+2)
his nature to hunt and kill. Bloodlust: King Shark often loses
control of himself in combat and attacks blindly, without Offense: Initiative +8, Unarmed +9 (Close, Damage 2), Grab
regard for his own safety or thinking about tactics. Fathers +12 (Close, Damage 6)
Son: King Shark is the son of the Shark God known as the King Defense: Dodge 12, Parry 12, Fortitude 8, Toughness 6/4*, Will
of All Sharks and is sometimes used as a pawn by his father. 6 *Without Defensive Roll.
King Shark does as his father commands, but its unknown if its
Totals: Abilities 58 + Powers 20 + Advantages 19 + Skills 25 +
by choice or due to the Shark Gods influence.
Defenses 19= 141
shot. She often plays the vamp or spoiled dilettante, but un- Complications: Power Loss: Rag Doll must keep his skin
derneath that faade lurks great suffering and deadly power. lubricated with special chemicals to avoid it drying out and
Her banshee abilities give her great strength, the ability to developing painful cracks, which make it impossible for him
sense death, some measure of immortality and the power to to use his powers without causing himself injury. Freak: Rag
let loose a terrible wail that causes others to relive the horrors Doll is deeply disturbed and profoundly insane. He is covered
and torments of her life. Note her banshee form looks very in scars and physically twisted from numerous surgeries.
similar to the villainess Silver Banshee and they share several
powers, with key differences.

King Shark
King Shark is the son of the Shark God and a human moth-
er. First encountered in Hawaii by Superboy, King Shark has
gone on to be a powerful member of the super-criminal
population. Hes mainly acted as a mercenary villain but has
been most successful when working with groups such as the
Suicide Squad, the Legion of Villains, and the Secret Six.

At points in his past, King Shark has been commanded by his


father to work with Aquaman, but only because the Shark
God needed him to watch over and spy on him as a young
man. King Sharks natural desire is to hunt and kill those he
considers food... which is just about everyone since he has all
the powers proclivities one would expect from a nominally
intelligent humanoid shark.

Rag Doll (Peter Merkel, Jr.)


Peter Merkel, Jr. was born to the metahuman criminal Rag
Doll. Disappointed that his son had not inherited his super-
human triple-jointed abilities, Peters father neglected and
abused the boy throughout his childhood. Something broke
in the youth. Peter underwent several painful surgeries to al-
ter his body so that he could mimic his fathers powers. He

Heroes & Villains, Vol. 2 163


Andre Nutter (order #3338244) 1
also voluntarily had his bothersome genitals removed de-
spite showing an interest in sex, further demonstrating how
deeply his mind was troubled.

After being recruited for the Secret Six, Rag Doll has managed
to form strange bonds with his teammates. He is still deranged
and often violent, but he also shows a softer, more childlike
side. Most members of the team treat him with a mixture of
affection and annoyance, like you would a kid brother. Note
that death is no obstacle to Rag Dolls curious definition of
familyhe keeps his best friend Parademons stuffed head
and torso in his room and often talks to it. He also collects
monkeys and likes to dress them up in little costumes mod-
eled after his teammates. Hes really not a well person.

Scandal Savage
Scandal Savage is a child of the immortal Vandal Savage and
his chosen heir. She was recruited by Mockingbird to help
put the Secret Six together but ultimately chose against him.
She has stayed with her teammates through numerous mis-
sions and tragedies, including the death of her lover and fel-
low teammate Knockout. The loss of her soul mate pushed
Scandal into a spiral of depression and alcohol abuse from
which she is slowly recovering. She has recently begun dating
a woman who looks nearly identical to Knockout. How lasting
and healthy this relationship is remains to be seen.

Scandal possesses numerous skills, combat and otherwise,


as a result of her fathers brutal training from a young age.
No one knows how old she is, but it she seems to have inher-
ited most of her fathers longevity and resistance to mortal
injury. In battle she uses a pair of wrist-mounted weapons
know as Laminas Pesar (Lamentation Blades) which she
Scandal Savage PL10 169 points wields with deadly skill. She is fond of her teammates and
often tries to protect them, though she is capable of deceiv-
Abilities: Str 3 Sta 5 Agl 5 Dex 5 Fgt 9 Int 4 Awe 2 Pre 4 ing and using them if she feels there is sufficient need. She
Powers: Savage Heir (Immortality 5, Immunity 1 (Aging), is openly gay, a fact that frustrates her fathers desire for her
Regeneration 2) to continue his line.
Equipment: Laminas Pesar (Strength-based Damage 3,
Improved Critical) Knockout PL12 148 points
Advantages: Attractive, Benefit 3 (Millionaire), Close Attack,
Abilities: Str 15 Sta 15 Agl 3 Dex 3 Fgt 9 Int 0 Awe 1 Pre 2
Connected, Defensive Roll 3, Equipment, Improved Critical
(Laminas Pesar), Languages 4, Leadership, Move-by Action, Powers: Fast Healer (Regeneration 3); Strong (Enhanced
Precise Attack (Close; Concealment), Takedown, Weapon Bind, Strength 4, Limited to Lifting (lifting Str 19; 12,000 tons));
Weapon Break, Well-informed Tough (Immunity 2 (Aging, Disease), Impervious Toughness 8)
Skills: Acrobatics 5 (+10), Athletics 5 (+8), Close Combat: Advantages: All-out Attack, Attractive, Fast Grab, Improved
Laminas Pesar 4 (+13), Deception 6 (+10), Expertise: Business Initiative, Power Attack, Takedown
8 (+12), Expertise: Criminal 4 (+8), Expertise: History 4 (+8), Skills: Acrobatics 4 (+7), Expertise (Pre): Dancer 6 (+8), Insight
Expertise: Tactics 6 (+10), Insight 5 (+7), Intimidation 3 (+7), 4 (+5), Intimidation 6 (+8), Perception 4 (+5), Ranged Combat:
Investigation 3 (+7), Perception 6 (+8), Persuasion 4 (+8), Throwing 6 (+9)
Stealth 6 (+11), Technology 2 (+6), Vehicles 5 (+10)
Offense: Initiative +7, Unarmed +9 (Close, Damage 15),
Offense: Initiative +5, Laminas Pesar +14 (Close, Damage 6, Throwing +9 (Ranged, Damage 15)
Crit. 18-20), Unarmed +10 (Close, Damage 3)
Defense: Dodge 9, Parry 9, Fortitude 15, Toughness 15, Will 9
Defense: Dodge 12, Parry 12, Fortitude 10, Toughness 8/5*,
Will 9 *Without Defensive Roll Totals: Abilities 96 + Powers 17 + Advantages 6 + Skills 15 +
Defenses 14 = 148
Totals: Abilities 74 + Powers 13 + Advantages 22 + Skills 38 +
Defenses 22 = 169 Complications: Competitive: Knockout likes to win. She lives
for the fierce competition of battle. Flirtatious: Knockout is a
Complications: Daddy Issues: Scandals father, Vandal Savage notorious flirt, often mixing it with her fighting. Power Loss: At
is determined to make her do as he wishes. Depression: Since least some of Knockouts tremendous Strength seems to come
Knockouts death, Scandal has been prone to bouts of drinking from her confidence. Occasions when she has been dispirited
and depression. have weakened her considerably.

164 Heroes & Villains, Vol. 2


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Parademon PL9 135 points Black Alice PL12 193 points
Abilities: Str 8 Sta 6 Agl 2 Dex 2 Fgt 6 Int -1 Awe 1 Pre 1 Abilities: Str 0 Sta 1 Agl 2 Dex 2 Fgt 2 Int 1 Awe 3 Pre 1
Powers: Armor (Flight 5 (60 MPH), Immunity 4 (Pressure, Powers: Mystic Siphon (Feature (Quick Changeto clothing
Suffocation, Vacuum), Impervious Protection 4, Senses 3 ofPower Drained subject); Variable 12 (60 points for duplicating
(Communication Link, Darkvision), Removable (-5 points)); Mother subjects magical traits), Continuous, Move Action, Uncontrolled
Box (Intelligence (Feature 2), Healing 8, Removable (4 points); (Limited to Power Drained subjects or acquired traits become
Power-Staff (Ranged Damage 8, Easily Removable (-6 points)) random), LimitedTraits reset to normal when subject recovers
from Power Drain); Power Drain(Perception Ranged Cumulative
Advantages: All-out Attack, Chokehold, Close Attack 4,
Affliction 12 (Resisted by Will; Powers Impaired, Powers Disabled,
Fearless, Great Endurance, Improved Grab, Interpose, Ultimate
TransformedHalf Power), Reversible)
Effort (Toughness check)
Advantages: Attractive
Skills: Athletics 4 (+12), Intimidation 8 (+9), Perception 4 (+5),
Ranged Combat: Power-Staff 6 (+8) Skills: Deception 1 (+2), Expertise: Magic 3 (+4), Expertise:
Streetwise 2 (+3), Insight 1 (+4), Perception 3 (+6)
Offense: Initiative +2, Unarmed +10 (Close, Damage 8), Power-
Staff +8 (Ranged, Damage 8) Offense: Initiative +2, Mimicked Power +Varies (Close or
Ranged, Effect Varies), Unarmed +2 (Close, Damage 0)
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 10, Will 8
Defense: Dodge 6, Parry 6, Fortitude 5, Toughness 1, Will 8
Totals: Abilities 50 + Powers 44 + Advantages 11 + Skills 11 +
Defenses 19 = 135 Totals: Abilities 24 + Powers 140 + Advantages 1 + Skills 11 +
Defenses 17 = 193
Complications: Born to Die: Parademon was born and bred
to die in the name of Darkseid. He has little to no sense of Complications: Long Lost: She has recently discovered the
self-preservation. Otherworldly: Parademon is an inhuman- super hero Misfit is her half-sister. Troubled Teen: Black Alice is
looking alien being with no social skills. Relationship: temperamental, angry and doesnt listen. While this might be
Parademon enjoys Ragdolls antics and defends the twisted typical teenage behavior, it is made worse by personal tragedy
villain above all other members of the Secret Six. and her mystical powers. Vulnerability: When mimicking a
mystical characters power Black Alice can fall victim to her

Gone But Not Forgotten


targets own Complications. She also has trouble controlling
her powers when upset.

The Secret Six has gone through several configurations, but the power, she is a fragile, emotional girl. She could be a great
remaining teammates truly miss two of the original members. force for evil or goodonly time will tell which way she turns.

Black Alices powers vary significantly from appearance to ap-


Knockout pearance. While working with supernatural beings of limited
power use the game stats presented here. In times of extreme
A former Female Fury from Apokolips, Knockout (Kay to her need or when in the presence of more powerful beings, shes
friends) rebelled against Granny Goodness and escaped to easily a PLX character and is able to bring powerful abilities to
Earth. She became a dancer in a Hawaiian club called the Boom- bear on her opponents.
Boom Room before the challenge of Earth foes like Superboy
drew her attention. Unable to resist a challenge (or a pretty face),
Knockout has committed crimes largely for the challenge and
the opportunity to fight worthy opponents. In spite of her flirta-
tious, devil-may-care attitude and her escape from the fire-pits
of Apokolips, Knockout is a stone-cold killer. The only person she
drops her guard around is her lover, Scandal Savage.

Parademon
Parademon was also from Apokolips, a renegade soldier of
Darkseid. He was Rag Dolls best friend, fondly calling the
contorting madman Clown for his bizarre sense of humor and
colorful costume. Parademon sacrificed himself to save the team.

Black Alice
Lori Zechlin is greatly troubled. Her mother committed sui-
cide, her father is a depressed shut-in, and her Wiccan circle
expelled her claiming she was a negative mystical influence.
This last development proved prophetic when Lori gained
the superhuman ability to borrow mystical powers from oth-
er beings. Calling herself Black Alice, Lori fell in with a rapid
succession of super-groups including Shadowpact, the Soci-
ety, the Birds of Prey, and recently the Secret Six. Despite her

Heroes & Villains, Vol. 2 165


Andre Nutter (order #3338244) 1
Secret Society of Super-villains
-

To distract the heroes of Earth and further his plans for con- discover the secret identities of the heroes, and prompting
quering the planet, Darkseid funded the formation of a group the heroes to erase the memories of the villains when they re-
of villains he named the Secret Society of Super-Villains. gained their own bodies.
Headquartered in a skyscraper in downtown San Francisco
that they called the Citadel Sinister, the villains bickered Later, the Ultra-Humanite reformed the Secret Society in a
among themselves but enjoyed the frequent successes new Citadel Sinister deep in the Himalyas in order to attack
earned when working together after years of being defeated the Justice League and the Justice Society simultaneously.
The Ultra-Humanite and his Society nearly succeeded in
on their own. Infiltrated by Captain Comet and a clone of Paul
banishing the heroes to Limbountil the heroes turned the
Kirk, Manhunter, the Society was only a secret for a short time.
tables and banished the Society to Limbo instead. There they
The Manhunter clone sacrificed himself to thwart Darkseids
were trapped until the Ultra-Humanite managed to commu-
plans.
nicate with himself in the 1940s. This version of the Ultra-Hu-
The Society continued, however, under a variety of leaders manite retrieved the Society from Limbo in exchange for the
Funky Flashman, Lex Luthor, Gorilla Grodd, and finally the group attacking his enemies in the All-Star Squadron. The vil-
Wizard, who merged the Secret Society with his old team- lains of the Society were defeated and returned to their home
mates in the Injustice Society to attack the Justice Society. time period, and the group disbanded.
Later, they ambushed the Justice League and the villains Yet the Society survived as a multitude of splinter groups scat-
swapped minds with the heroesallowing the villains to tered around the world. When the Justice League of America

Base: Mobile
Darkseids Society: Blockbuster I, Captain Boomerang I, Captain Cold, Captain Comet, Captain Stingaree, Catwoman,
Cavalier, Chronos I, Copperhead, Floronic Man, Funky Flashman, Gorilla Grodd, Killer Moth, Lex Luthor, Matter
Master, Mirror Master I, Poison Ivy, Quakemaster, Reverse-Flash, Shadow Thief, Sinestro, Trickster I, Wizard
The Ultra-Humanites Society: Ultra-Humanite (leader), Brainwave II, Cheetah II, Floronic Man,
Killer Frost, Mist I, Monocle, Psycho-Pirate, Ragdoll I, Signalman
The Society: Alexander Luthor, Black Adam, Calculator, Deathstroke, Doctor Psycho, Talia al Ghu- l (leaders);
other members included most villains on Earth, with the exception of those who formed the Secret Six.
Headquarters: The Citadel Sinister

166 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
reformed, the Martian Manhunter posed as Brain Wave I to Luthors leadership of the Society was short-lived but event-
bring together as many of the scattered villains as possible, ful, as Checkmate undertook a massive campaign to capture
and then called upon the Justice League to round them up. the villains and exile them to a far-off planet. After the villains
managed to find a way back to Earth, their desire for revenge
It would be several years before the Society reformed. When drove them to depose Luthor as their leader and replace him
villains discovered that the Justice League had tampered with the mysterious and powerful Libra.
with the memories of Society members years before, they
answered Lex Luthors call to band together as a new Soci- Under Libras guidance, the villains of the Society became
ety, unaware that their leader was actually the Alexander more violent, striking out not just at heroes but also their
Luthor of a lost Earth posing as Lex Luthor. Under the lead- families. When the forces of Darkseid invaded Earth, Libra
ership of the Societys ruling council, most villains on Earth revealed that his true allegiance was to the Lord of Apoko-
were recruited (some forcibly) into the ranks of the Society, lips, and at long last Darkseid made use of the group he had
with the exception of those who were too dangerously crazy founded, employing the villains of the Society as his soldiers
(primarily the Joker) and the few who ignored the Societys in the battle against Earths heroes. During the crisis, Luthor
threats of lethal reprisals and joined together to form the pretended to help Darkseids cause while working with Dr.
Secret Six. Together, the Society staged a worldwide series Sivana and the Calculator to free the Society.
of prison breaks that swelled their numbers with even more
villains, then moved to Metropolis where they staged a final, In the aftermath of Darkseids defeat, the Society still exists.
massive battle against the heroes they hated. Though the vil- But it is once again fragmented, with no central leadership, a
lains were defeated and their ruling council either captured name used by villains gathering allies to their cause but rarely
or scattered, the Society itself survived, with the actual Lex for groups that will stay together once its goals are accom-
Luthor as its leader. plishedor the villains are sent to prison.

Seven Soldiers of Victory


In every age, seven heroes gather together to battle a terrible
evil. In the golden age, these heroes gathered to battle the
master criminal called the Hand, the Tyrants of Time, the ne-
farious Sense Master, the strange Wizards of Wisstark, the dia-
bolical Dummy, and more. In the silver age, the seven heroes
gathered only one time, to defeat the greatest villains of the
time as they worked together to build the ultimate weapon.

Finally, in the modern age, a new band of heroes was needed


to defeat an invasion by the Sheeda, a monstrous race com-
ing to attack humanity from outside time and space. Vigilan-
te, one of the original Seven Soldiers of Victory, thought he
could defeat the Sheeda by assembling a new group of seven
heroesonly to form a team one hero short that he led into
a trap and tragedy.

A prophecy in their own culture predicted that they would be


defeated by seven soldiers, and so the Sheeda targeted any
gathering of sevenincluding the Justice League and the
Ultramarines, as well as Vigilantes teamand nullified them
before they even knew of the Sheedas existence.

So it came to be that the Seven Soldiers of Victory for the


modern age who defeated the Sheeda and saved humanity
were seven heroes whose destiny drew them to the critical
moment when they saved the day and then went their sepa-
rate waysa team that never met.

Shining Knight (Ystina)


When the Sheeda invaded Earth during the Age of Camelot, a
young squire named Ystin was dubbed Sir Justin the Shining
Knight by Sir Galahad himself and asked to join the Knights
of the Table Round during their last, desperate stand. As the
Sheeda conquered Camelot below them, Sir Justin attacked the
queen of the Sheeda in her floating stronghold, Castle Revolv-
ing. Stealing the queens magical cauldron, Sir Justin and his

Heroes & Villains, Vol. 2 167


Andre Nutter (order #3338244) 1
winged steed Vanguard broke free of Castle Revolving and tum- skills in battle and preparing for the day she might fulfill a
bled through time, arriving in twenty-first century Los Angeles. mysterious prophecy that says the Camelot of the past was
rebuilt by a queen known as Ystina the Good .
As Sir Justin tracked the cauldron across Los Angeles, the
Sheeda queen tracked Justin through time, to a final con-
frontation in which Sir Justin was forced to battle Sir Gala- Bulleteer
had twisted into a monster by the Sheeda. In their combat,
Sir Justin proved he had valor and strength that made him When Dr. Lance Harrower developed an experimental metal
worthy of carrying on the legacy of Camelot and that Ys- alloy that could make skin nearly indestructible, he used him-
tin was secretly Ystina, a girl who once loved Galahad, the self as the first human test subject and died. His wife Alix
knight she was forced to kill. tried to help him and also was affected by the alloy; she was
the only one the doctors were able to save. Her experience
Following the queen back to Castle Revolving, Sir Justina and left her with metallic skin and the ability to fly. Crushed by
Vanguard struck one final blow against the queen, wounding her husbands death, Alix Harrower was prepared to kill her-
and weakening her in the first step to the Sheedas defeat at selfuntil she came across a derailed train and became a
the hands of the Seven Soldiers of Victory. In the aftermath, hero when she saved the passengers.
Sir Justina remains stranded in the modern day, honing her

Base: Mobile
Golden Age: Crimson Avenger I, Dan the Dyna-Mite, Shining Knight I, Star-Spangled Kid, Stripesy, TNT, Vigilante I
Silver Age: Adam Strange, Batgirl, Blackhawk, Deadman, Metamorpho, Mento, Shining Knight II
Modern Age: Bulleteer, Frankenstein, Klarion the Witch Boy, the Manhattan Guardian,
Mister Miracle II, Shining Knight III, Zatanna

168 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Shining Knight (Ystina) PL10 150 points Bulleteer PL9 135 points
Abilities: Str 5 Sta 5 Agl 4 Dex 3 Fgt 10 Int 2 Awe 3 Pre 2 Abilities: Str 10 Sta 10 Agl 4 Dex 0 Fgt 4 Int 2 Awe 2 Pre 4
Powers: Caliburn (Senses 1 (Mystical Awareness); Strength- Powers: Flight (Flight 8 (500 MPH)); Smartskin (Immunity
based Damage 3, Penetrating 8; Easily Removable (-4 points)); 7 (Cold, Heat, Self-inflicted Slam damage); Protection 2;
Hardiness (Immunity 2 (Aging, Disease), Limited to Half Effect) Impervious Toughness 12)
Equipment: Chainmail (Protection 3), Medium Shield (+2 Advantages: All-out Attack, Attractive, Interpose, Ultimate
active defenses) Effort (Toughness checks)
Advantages: All-out Attack, Equipment 2, Improved Initiative, Skills: Close Combat: Unarmed 4 (+8), Expertise: Psychology
Improved Smash, Interpose, Luck 2, Power Attack, Sidekick 19, 6 (+8), Perception 4 (+6), Persuasion 8 (+12), Treatment 4 (+6)
Takedown, Weapon Break
Offense: Initiative +4, Unarmed +8 (Close, Damage 10)
Skills: Athletics 7 (+12), Close Combat: Sword 2 (+12), Expertise:
Defense: Dodge 6, Parry 6, Fortitude 10, Toughness 12, Will 7
History 8 (+10), Expertise (Agl): Riding 10 (+14), Insight 6 (+9),
Intimidation 10 (+12), Perception 6 (+9) Totals: Abilities 72 + Powers 37 + Advantages 4 + Skills 13 +
Defenses 9 = 135
Offense: Initiative +9, Caliburn +12 (Close, Damage 8,
Penetrating 8), Unarmed +10 (Close, Damage 5) Complications: MotivationResponsibility: Bulleteer
initially viewed her powers as a curse, but when she saved
Defense: Dodge 12/10*, Parry 12/10*, Fortitude 10, Toughness
some people from a burning building she was inspired by
8, Will 10 *Without Medium Shield.
them to continue using her powers to help others.
Totals: Abilities 68 + Powers 9 + Advantages 30 + Skills 25 +
Defenses 18 = 150
Frankenstein PL12 191 points
Complications: Defender of the Realm: Ystina aspires to be
as good a knight as Sir Galahad and strives to uphold the ideals Abilities: Str 10 Sta 12 Agl 2 Dex 2 Fgt 8 Int 3 Awe 4 Pre 2
of Camelot. Timelost: The Shining Knight is lost in time and Powers: Invulnerability (Immunity 5 (Electrical damage),
may never be able to return home. Impervious Toughness 10, Protection 4, Regeneration 5);
Sword of Michael (Strength-based Damage 4, Improved
Vanguard PL7 95 points Critical, Indestructible, Easily Removable (-2 points)); Unliving
(Immunity 30 (Fortitude effects))
Abilities: Str 6 Sta 6 Agl 2 Dex 0 Fgt 6 Int 0 Awe 2 Pre -2
Equipment: Steam-Gun (Ranged Damage 5)
Powers: Eye Beams (Ranged Damage 8, Accurate 3); Flying
Advantages: Close Attack 2, Daze (Intimidation), Equipment 2,
Horse (Flight 13 (16,000 MPH), Wings; Growth 4, Innate,
Fearless, Quick Draw, Startle
Permanent; Speed 4 (30 MPH); Senses 5 (Acute and Tracking
Olfactory, Darkvision, Extended Auditory)) Skills: Expertise: Arcane Lore 8 (+11), Expertise: Handle Animal
6 (+9), Expertise: Literature 6 (+9), Intimidation 12 (+14),
Advantages: Favored Environment (Aeriel), Interpose
Investigation 8 (+11), Ranged Combat: Guns 10 (+12), Vehicles
Skills: Perception 4 (+6) 8 (+10)
Offense: Initiative +2, Eye Beams +6 (Ranged, Damage 8), Offense: Initiative +2, Steam-Gun +12 (Ranged, Damage
Unarmed +6 (Close, Damage 6) 5), Sword +10 (Close, Damage 14, Crit. 19-20), Unarmed +10
Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 6, Will 5 (Close, Damage 10)

Totals: Abilities 24 + Powers 50 + Advantages 2 + Skills 2 + Defense: Dodge 8, Parry 8, Fortitude Immune, Toughness 16,
Defenses 17 = 95 Will 8

Complications: Horse: Vanguard is a flying, talking horse, but Totals: Abilities 86 + Powers 58 + Advantages 8 + Skills 29 +
still has all physical and social limitations of a normal horse. Defenses 10 = 191
Devoted: Vanguard is devoted to Ystina and will do everything Complications: Agent of S.H.A.D.E.: Frankenstein works for
possible to defend and protect her. the organization known as S.H.A.D.E. and is typically subject to
their orders. Repulsive: Frankenstein is ugly and off-putting
Taking the name Bulleteer, Harrower was prepared to answer and his appearance always inspires fear and revulsion in
Vigilantes call to reform the Seven Soldiersonly to back out others. Vulnerability: Magic like that of Klarion the Witch
at the last second, leaving Vigilante with only six heroes and Boys witch-brand benefits from an additional level of success
dooming their battle with the Sheeda. Determined to become against Frankenstein.
a true hero after hearing about the death of Vigilante, Bulleteer
worked with the F.B.I., became a bodyguard-for-hire, and finally Now uncertain if her time as a hero is over or just beginning,
confronted the ageless villainess Sally Sonic whose tempta- Bulleteer joined the Justice League for a time and battled to
tions led Bulleteers husband to test his process too soon. protect Washington D.C. alongside Wonder Woman. She con-
tinues to seek her destiny.
Defeating Sonic, Bulleteer was about to call an end to her days
as a hero when she met the spirit of Vigilante, who revealed
that she was a direct descendant of Aurakles, Earths first su- Frankenstein
per hero, and that her destiny was to save the world. Denying
destiny, Bulleteer set out to drive the defeated Sally Sonic to In the nineteenth century, the mad Victor Frankenstein
the hospital only to crash into the wounded Sheeda queen combined parts of corpses using his own science and blood
and kill her, fulfilling her part in defeating the Sheeda invasion. from the king of the Sheeda to create a monstrous hero that

Heroes & Villains, Vol. 2 169


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took his creators name. Though Dr. Frankenstein believed
Klarion PL10 168 points him lost to the frozen sea, the hero Frankenstein swam to
America and followed his moral compass in a battle against
Abilities: Str 0 Sta 0 Agl 2 Dex 2 Fgt 2 Int 5 Awe 5 Pre 4 the king of Sheeda that lasted decades, until he was buried
Powers: Cruciform (Perception Range Affliction 10 (Resisted in a train wreck in 1870.
by Will; Dazed, Compelled, Controlled), Cumulative, Limited
to Undead, Easily Removable (-12 points)); Magic (Array (24 In the twenty-first century, Frankenstein awakened and re-
points), Horigal Transformation (Enhanced Strength 6; sumed his search for the king of the Sheeda, tracking him
Enhanced Fighting 4; Protection 8); AE: Steal Magic (Ranged to the planet Mars before he finally had vengeance upon
Weaken 12 Magic Effects), Broad; AE: Tentacles (Cumulative the man who had brought him to unlife. Returning to Earth,
Affliction 12 (Resisted by Dodge; Hindered and Vulnerable, Frankenstein allied himself with S.H.A.D.E.the Super Hu-
Defenseless and Immobile), Extra Condition, Limited Degree, man Advanced Defense Executiveand joined their battles
Reach 6 (30 feet)); Psychic Bond (Remote Sensing 8 (Visual), against strange threats around the world, fighting alongside
Medium: Only through Teekls eyes) the Bride who had once been created to be his companion.
Advantages: Daze (Deception), Defensive Roll 4, Ritualist, When S.H.A.D.E. uncovered rumors of the approaching
Sidekick 19, Taunt Sheeda invasion, Frankenstein led the attack that killed
Skills: Acrobatics 6 (+8), Close Combat: Magic 6 (+8), Deception Nebula Man and captured a Sheeda time-ship. Piloting the
10 (+14), Expertise: Magic 10 (+15), Stealth 8 (+10) time-ship to the Sheeda staging ground one billion years in
Offense: Initiative +2, Magic +8 (Varies), Unarmed +2 (Damage 0) the future, Frankenstein laid waste to their fleet and seized
control of their queens flying stronghold, Castle Revolving.
Defense: Dodge 6, Parry 6, Fortitude 4, Toughness 4/0*, Will 10
Taking queen and castle back to the twenty-first century,
*Without Defensive Roll.
Frankenstein brought both into position for a final strike not
Totals: Abilities 40 + Powers 65 + Advantages 26 + Skills 20 + by S.H.A.D.E., but by the Seven Soldiers of Victory.
Defenses 17 = 168
Though betrayed by Klarion the Witch Boy and forced to pilot
Complications: Born in Limbo Town: Klarion was born and
Castle Revolving back to the future, Frankenstein managed to
raised in an underground faux-Puritanical settlement that
practiced necromancy and had no contact with the surface
make his way back to the present and rejoin S.H.A.D.E., where
world. As such, he is very out of place in normal social situations he remains an agent of the undercover organization, battling
and misses many social cues. Unusual Looks: Klarion has large, villains and horrors around the world.
dark eyes, pointy ears, black lips and fingernails, and bluish-
white skin, in addition, he dresses in Puritan-style garb, all of
which makes him look very unusual. Klarion looks even more
Klarion
unusual when he assumes his Horigal form, which is horrible
and horrific. Deep underground in Limbo Town, a boy named Klarion
learned the ways of the Book of Shadows, chafing under the
instruction of the Submissionaries who governed the town.
Teekl PL8 95 points Leaving Limbo Town with his feline familiar Teekl, Klarion
found himself in the world aboveNew York City. There he
Abilities: Str 5/-2* Sta 5/0* Agl 6 Dex 4 Fgt 6 Int 0 Awe 1 Pre 1
met the disguised king of the Sheeda, who fooled Klarion into
Powers: Cat-like Senses (Senses 5 (Acute and Tracking helping him acquire the drilling machine he needed to attack
Olfactory, Darkvision, Extended Hearing)); Transformation Limbo Town.
(Array (24 points) QuirkOne form must always be active
(-0 points), Humanoid Form (Strength-based Damage 3, Though Klarion returned below to warn his people, the Sub-
Enhanced Stamina 5, Enhanced Strength 5, Enhanced Trait missionaries were the first to fall in defending the town. With
(Improved Critical (Strength-based Damage)), AE: Catlike his final breath, the last Submissionary passed his title on
Form (Enhanced Defense 6 (Dodge 1, Parry 1, Fortitude 4), to Klarion, and with it the ability to transform into the mon-
Shrinking 8, Continuous) strous Horigal. As the Horigal, Klarion saved Limbo Town and
Advantages: Close Attack 2, Defensive Roll 4, Improved grievously wounded the Sheeda king.
Initiative, Startle
In pursuit of the king, Klarion journeyed once again to the
Skills: Acrobatics 2 (+8), Intimidation 7 (+8/+4*), Perception 3 world above just as it too was invaded by the Sheeda. In the
(+4), Stealth 2 (+8/+16*) moment when destiny called Klarion to join the Seven Sol-
Offense: Initiative +10, Unarmed +8 (Close, Damage 8, Crit. diers in their final strike against the Sheeda, Klarion instead
19-20/Damage -2) used powerful artifacts to betray them in an attempt to steal
Defense: Dodge 7/12*, Parry 7/12*, Fortitude 7/6*, Toughness the Sheedas power for himself.
9/4*, Will 5 *Numbers before the slash are in Humanoid Form, Denying his destiny both as a Soldier and a Submissionary,
those after the slash are in Catlike Form.
Klarion continues to adventure on the surface world, offer-
Totals: Abilities 36 + Powers 36 + Advantages 8 + Skills 7 + ing up his knowledge of strange magic to heroes like Robin,
Defenses 8 = 95 the Teen Titans, and Mary Marvel, though when he discov-
Complications: Cat: Teekl is an exceptional cat-like creature, ers a source of magical power such as Green Lantern Alan
but still basically a cat with the same physical limitations. Scotts Starheart, the Witch Boy will often attempt to steal
Familiar: Teekl is loyal to Klarion the Witch Boy. it for his own.

170 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Shade
Richard Swift was an English gentleman in the early Victo-
rian period who in 1838 was involved in a mystical event of
an unknown nature that resulted in his transformation into
something not quite human. The experience cost him his
memories, and while he was wandering around bewildered,
he was found by the patriarch of the Ludlow family. The Lud-
lows were swindlers and murderers who killed off their busi-
ness partners and used vagrants as scapegoats, the fate they
planned for Swift. His powers manifested against the Ludlows
and killed many of them, beginning a feud with the family
that would last for over a century.

Following a later encounter with the Ludlow family interrupt-


ing his attempts to regain a normal life, the Shade began a
period of world travel and adventure (as well as occasionally
hiring out as a killer). During this time he met a number of
interesting people and began acquiring his great fortune.
He also met Simon Culp, another survivor of the same mystic
event that transformed him. Culp had the same powers and
they became terrible adversaries. Decades later, while help-
ing protect England from bombing raids, the Shade met Culp
again and they fought. A bomb blast caught them both and
their powers protected them and somehow merged them
into one physical form.

Around this time, supposedly from boredom, the Shade


turned to crime as a diversion. He sparred repeatedly with
The Flash (Jay Garrick) and later with Garricks successor,
Barry Allen. This was a game to Swift, who was debonair and
restrained as himself, but cruel and calculating when influ-
enced by Culp. He would play the villain, then retire to Opal
City (which he had adopted as his home and where he never
committed crimes) when he needed a break.

After being dragged into the Mists schemes of revenge


against the Knight family, Shade found himself working with
Jack Knight more and more frequently, forced to take a more
active role in protecting his precious Opal City. This activity
was really part of a long-term scheme of Culps to free himself
from their merged state, gain his revenge against Swift and
destroy the city Swift loved. Culp ultimately lost his gambit
and was destroyed, after which Swift was free to make his
own choices without influence from Culp; he appears to be
using this newfound freedom to establish himself as a non-
traditional hero and, much to the chagrin of her family, has
entered into a relationship with the police detective Hope
ODare.

Personality Powers & Abilities


Swift is jaded in his immortality. He is sophisticated, cosmo- The Shade is immortal and quite possibly one of the few be-
politan, erudite, and occasionally a bit of a snob, as might be ings in the DC Universe that actually cant die. He possesses
expected from a Victorian living in this less-civilized age. He a mystical connection to the dimension of the Shadowlands
is not so much immoral as somewhat amoral, though he re- and can tap into it to manipulate shadow stuff for a variety
tains an unyielding sense of personal honor. of effects, including creating large zones of darkness and a
phantasmagorical arsenal of attacking shapes. He is quite ac-
complished in the use of his powers and his variety of stunts
Real Name: Richard Dickie Swift showcases his abilities, with many exotic uses that include
highly precise energy absorption and time travel. Aside from
Occupation: Bon vivant, anti-hero, and occasional his powers, the Shade is intelligent, highly educated and an
protector of his precious Opal City; experienced world-traveler.
formerly an assassin of some note and after that a
super-villain (occasionally for-hire). Allies
Base: Opal City Other defenders of Opal City mostly, including Jack Knight,
The ODare clan, and Bobo Benetti. Very slowly and with con-

Heroes & Villains, Vol. 2 171


Andre Nutter (order #3338244) 1
Shade PL11
STR STA AGL DEX FGT INT AWE PRE Advantages
2 8 3 3 4 4 4 4 Accurate Attack, Benefit 3 (Millionaire), Defensive Attack,
Diehard, Fearless, Great Endurance, Improved Disarm,
Powers Languages 3 (French, German, Italian, Latin)
Shadowland Connection: Enhanced Stamina 5, Immortality
Skills
19, Immunity 12 (Age, Critical Hits, Life Support), Senses 2
(Darkvision) 64 points Close Attack: Fencing 4 (+8), Deception 6 (+10), Expertise: Art 6
Shadow Control: Array (66 points) (+10), Expertise: Literature 6 (+10), Insight 7 (+11), Intimidation
Shadow Gate: Teleport 15 (120 miles), Extended (32,000 6 (+10), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat:
miles), Portal, , MediumShadows or Darkness and Shadow Control 7 (+10), Stealth 6 (+9)
Linked Movement 2 (Dimensional Travel 2 (Shadowlands
and related dimensions)), Portal, MediumShadows or Offense
Darkness 66 points Initiative +3
Shadow Attacks: Ranged Multiattack Damage 12, Indirect,
Shadow Attacks+10 Ranged, Multiattack Damage 12, Indirect
Precise, Variable Descriptor (Blades, Spears, Claws, etc.),
Dynamic 2 points Unarmed+4 Close, Damage 2
Shadow Constructs: Continuous Create 12, Dynamic
2 points Defense
Shadow Imps: Summon 3 (use Wolf stats from Heros Dodge 11 Fortitude 10
Handbook, page 218, but Int 0 and Claws (Strength-based
Damage 1)), Horde, Multiple Minions 6 (32 minions), Parry 10 Toughness 8
Dynamic 2 points Will 12
Shadow Mantle: Concealment 4 (All Visual), Precise,
Shapeable Area 10 (2 cubic miles), Dynamic 2 points Power Points
Shadow Shields: Deflect 14, Dynamic 2 points Abilities 54 Skills 30
Shadow Snare: Ranged Cumulative Affliction 12 (Resisted
by Dodge; Hindered and Vulnerable, Defenseless and Powers 141 Defenses 24
Immobilized), Extra Condition, Resisted by Dodge, Limited Advantages 12 Total 261
Degree, Reversible, Dynamic 2 points
Complications
siderable effort, he is earning a degree of trust from many of
Emotional Attachment: Swift is very attached to Opal City
his once-enemies in the JSA. and goes to great lengths to keep it safe.

Enemies Mental Control: From WWII until recently, the Shade was mystically
merged with a second person, Simon Culp, who would exert great
The Ludlow clan for most of his life, and numerous costumed mental influence when the Shade tired or otherwise dropped his
heroes throughout the second half of the twentieth century. guard. He was not aware of Culps presence or his actions.
Today, anyone who threatens his adopted home or the peo- Reputation: The Shade fought on the wrong side of the law
ple to whom hes grown close, such as the Knight and ODare for a long time. Most heroes and law enforcement agents,
families. particularly older ones, have a difficult time trusting him.

Shadowpact
The current Shadowpact team is the most recent in a long an entity called the Lord of Light. They defeated The Pentacle,
line of teams to use the name, though the name traditionally but the ritual to destroy the dome cost each of them a year
had a negative connotation related to lost causes. The mod- of life, and they emerged from Riverrock to find that the year
ern lineup came together originally as a desperate ploy by in question had passed from everyones perspective but their
Detective Chimp, who was hiding out in the Oblivion Bar, to own. They were declared dead, memorialized, and a new
recruit enough of the right people to make a stand against a owner moved into the Oblivion Bar.
rampaging Spectre, who was at that time targeting various
magically powered entities and places for destruction. After Over time, the team established themselves as bona fide
contributing to the Spectres defeat, a core group decided to heroes to the world at large, including issuing their three
stay together and operate as a team. laws of superheroics to the public at a press conference.
They were also deputized by Checkmate to aid that organi-
The teams first major action as a group was to investigate an zation in matters magical, a relationship Checkmate contin-
impenetrable dome of solid blood imprisoning the town of ues to exploit, to The Shadowpacts annoyance. Eventually,
Riverrock, Wyoming. With the help of the Phantom Stranger, the team discovered that the enemy they had been facing
the team made it through the dome and discovered that a through multiple proxies was one Dr. Gotham, a several-
group of arcane villains called The Pentacle was systematical- millennia-old sorcerer working to bring a godlike entity
ly sacrificing the residents of the town in a ritual to summon called the Sun King into this dimension. Combining forces

172 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Base: Pocket dimension accessible to Earth
Current Members: Acheron, Blue Devil, Detective Chimp, Enchantress, Midnight Rider, Nightshade,
Ragman, Warlocks Daughter, Zauriel
Former Members: Nightmaster Headquarters: Oblivion Bar

with various other Shadowpact teams throughout history,


the heroes were able to defeat their enemy. This success
changed history and the reputation of the team and its leg-
acy: the Shadowpact name no longer is associated with lost
causes doomed to failure.

HQ: The Oblivion Bar 9 points


Size: Medium Tou: 12 Features: Concealed, Dimensional
Portal, Isolated, Living Space, Power System

The Oblivion Bar is a specialized hang-


out known to and frequented by the ar-
cane community. It can only be accessed
by knowing which doors in the physical
world are going to align with the bars
door and at what time. Going through one of
the doors at the correct time sends a person
into the bar. The telephones connect to multiple
worlds (given the right area codes), and there ap-
pears to be plenty of living space in the many rooms
connected to the bar.

Detective Chimp
Detective Chimp, aka Bobo T. Chimpanzee,
aka Magnificent Finder of Tasty Grubs
(translation) was captured in equatorial
Africa by Fred Thorpe, an animal trainer
working for a carnival. He trained the
chimp to perform a staged detec-
tive act. While with the carnival,
Bobo met Rex the Wonder Dog
and was exposed to the waters of
the Fountain of Youth while tour-
ing in Florida. The waters gave
him eternal youth and the ability
to understand the languages of all
humans and animals. He later worked with Rex in
the Bureau of Amplified Animals and then on his
own, but after Thorpes death his lack of le-
gal standing (as an animal, he had no
civil rights and no ability to enforce
payment of debts) put an end to
his own detective agency. He
attempted to drown his sor-
rows in the Oblivion Bar, where
he remained through the ten-
ure of three owners before
he helped found the current
Shadowpact. Detective
Chimp is also a member
of The Croatoan Society, a
small club of renowned
detectives including Ralph
Dibny and Traci Thirteen.

Heroes & Villains, Vol. 2 173


Andre Nutter (order #3338244) 1
Detective Chimp PL9 135 points Nightmaster
Abilities: Str 4* Sta 3 Agl 4 Dex 2 Fgt 5 Int 5 Awe 3 Pre 1 When Jim Rook, lead singer of the band The Electrics, entered
a run-down shop named Oblivion, Inc. he found himself trans-
Powers: Drank From the Fountain (Comprehend 6 (Animals
ported to the dimension of Myrra, where he discovered he was
2 (Speak To, Understand), Languages 5 (Read, Speak To,
the descendant of the mighty warrior Nacht and heir to the
Understand, Understood)); Immunity 2 (Age, Disease));
Sword of Night. He fought many battles in that world, and when
Chimpanzee (Extra Limbs 1 (prehensile feet; Innate), Shrinking
4 (Innate, Permanent))
he returned to Earth he opened a bookshop in the Oblivion, Inc.
space. When he looked through a mysterious door in his shop he
Equipment: Durable whiskey flask, smartphone, deerstalker hat discovered that his shop was only a back room to the Oblivion
Advantages: Defensive Roll 2, Equipment, Jack-of-all-trades, Bar; after playing bartender for a while, he became its owner.
Skill Mastery 3 (Insight, Investigation, Perception), Well-informed
Rook joined the team formed in his bar and proved invalu-
Skills: Acrobatics 6 (+10), Athletics 6 (+10), Deception 10 able as a leader. In his time with the team he increased his
(+11), Expertise: Magic 3 (+8), Expertise: Current Events 6 (+11), knowledge of the Sword of Nights abilities and history, in-
Insight 10 (+13), Intimidation 0 (-1*), Investigation 10 (+15),
cluding that his vanished father previously wielded the sword
Perception 9 (+12), Persuasion 4 (+5), Stealth 0 (+8*)
and his spirit inhabits the blade. Recently, he found that the
Offense: Initiative +4, Unarmed +5 (Close, Damage 4) terrible Land of Nightshades has some connection to Myrra,
Defense: Dodge 8*, Parry 8*, Fortitude 6, Toughness 5/3**, Will and he has left the team and returned to Myrra to determine
11 *Includes Shrinking modifiers. **Without Defensive Roll. if the land needs its defender again.
Totals: Abilities 56+ Powers 25 + Advantages 8 + Skills 32 +
Defenses 14 = 135 Warlocks Daughter
Complications: Physical Limitation: Detective Chimp, like
all chimpanzees, cant swim. Bad Habits: Bobo smokes and Darla Aquista was the disapproving daughter of Gotham City
drinks, both to excess, and gets cranky when he goes too long mafia boss Henry Aquista and classmate of Tim Drake (Robin
without nicotine or alcohol. III). When she was killed in a gang war, her father scoured the
world trying to find a means to resurrect her. He found John-
ny Warlock, a sorcerer who traded Henrys life for hers and res-
Nightmaster PL9 135 points urrected her as The Warlocks Daughter, his apprentice. Under
Abilities: Str 3 Sta 3 Agl 3 Dex 2 Fgt 5 Int 2 Awe 2 Pre 2 the alias Laura Fell, she returned to Gotham to do Johnny
Warlocks bidding until freed from her dark path by Robins
Powers: Sword of Night (Enhanced Advantages 8 (Accurate
intervention. Also thanks to Robin, she was able to join the
Attack, Defensive Attack, Improved Disarm, Improved
Shadowpact after serving a brief term in a special prison for
Initiative, Power Attack, Quick Draw, Takedown, Weapon Bind);
magical criminals called The Dark Tower, run by Joshua Cold-
Enhanced Defenses 4 (Parry 4); Enhanced Skill 3 (Close Combat:
Sword of Night +6); Feature 1 (Can talk to spirit of last wielder);
rake, Master of Anti-Magic. Since her release, she has been
Immunity 2 (Age, Own attacks); Perception Ranged Affliction training with The Enchantress as her new apprentice.
9 (Resisted by Will; Dazed, Compelled, Controlled; Limited to
Forcing a Target to Tell the Truth); Strength-Based Damage 3, Warlocks Daughter PL8 120 points
Penetrating 6; Senses 1 (Danger Sense); Removable, -9 pts)
Equipment: Chainmail armor (Protection 3) Abilities: Str 0 Sta 2 Agl 2 Dex 2 Fgt 4 Int 2 Awe 4 Pre 2

Headquarters: Oblivion Bar 12 points Powers: Astral Projection (Remote Sensing 11 (8 miles; Visual,
Auditory, Mental), Body is defenseless, Subtle 2, AE: Levitation
Size: Medium Tou: 12 Features: Dimensional Portal, Library,
(Flight 4 (30 MPH)) and Mystic Shield (Protection 8, Impervious,
Living Space, Personnel, Power System, Sealed, Secret, Self-
Sustained ) ; Mystic Abilities (Array (18 points), Mystic Blast
repairing
(Ranged Damage 9), AE: Mage Hand (Move Object 8, Precise));
Advantages: Accurate Attack, Defensive Attack, Equipment Mystic Senses (Senses 2 (Magical Awareness, Radius))
3 (Oblivion Bar and chainmail), Improved Disarm, Improved
Advantages: Ritualist
Initiative, Interpose, Leadership, Power Attack, Quick Draw,
Takedown, Weapon Bind Skills: Deception 5 (+7), Expertise: Magic 6 (+8), Insight 4 (+8),
Perception 4 (+8), Persuasion 4 (+6), Ranged Combat: Mystic
Skills: Acrobatics 5 (+8), Athletics 5 (+8), Close Combat: Sword
Abilities 5 (+7)
of Night 6 (+11), Deception 6 (+8), Expertise: Musician 8 (+10),
Insight 6 (+8), Intimidation 6 (+8), Perception 6 (+8), Persuasion Offense: Initiative +2, Mystic Blast +7 (Ranged, Damage 9),
6 (+8), Stealth 4 (+7) Unarmed +4 (Close, Damage 0)
Offense: Initiative +7, Sword of Night +11 (Close, Damage 6, Defense: Dodge 6, Parry 4, Fortitude 6, Toughness 10/2*, Will 8
Penetrating 6), Unarmed +5 (Close, Damage 3) *Without Mystic Shield.
Defense: Dodge 12, Parry 12, Fortitude 9, Toughness 6, Will 9 Totals: Abilities 36 + Powers 57 + Advantages 1 + Skills 14+
Defenses 12 = 120
Totals: Abilities 44 + Powers 37 + Advantages 5 + Skills 26 +
Defenses 23 = 135 Complications: Apprentice: Warlocks Daughter has been
apprentice to a couple of powerful mystics, both of whom
Complications: MotivationDoing Good: Nightmaster is a
hold significant power over her path to the future. Where she
good, decent man and fights to make the world (any world) a
ends up is still a mystery. Supernatural Being: Murdered then
better place. Relationship: Nightmaster still has strong ties to
resurrected at the cost of her fathers life, Warlocks Daughter is
the land of Myrra and is sometimes called away to help defend it.
still coping with what shes become.

174 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Shadow Thief
Shadow Thief PL11
STR STA AGL DEX FGT INT AWE PRE
2 3 5 5 5 2 2 1
Powers
Shadow Form: Affects Corporeal on Strength 2; Concealment
4 (All Visual, Limited to Darkness and Shadows); Strength-
based Damage 3, Affects Corporeal; Enhanced Defenses 8
(Dodge 4, Parry 4); Enhanced Advantages 3 (Hide in Plain
Sight, Instant Up, Move-by Action, Skill Mastery 2 (Sleight
of Hand, Stealth)); Immunity 10 (Life Support); Insubstantial
4 (Shadow Form); Movement 3 (Slithering, Wall-crawling 2);
Removable, -12 pts 49 points

Advantages
Accurate Attack, Agile Feint, Chokehold, Close Attack 6,
Defensive Roll 3, Evasion, Grabbing Finesse, Hide in Plain Sight,
Improved Hold, Improved Initiative, Improved Trip, Instant Up,
Move-by Action, Skill Mastery 2 (Sleight of Hand, Stealth)

Skills
Acrobatics 8 (+13), Athletics 8 (+10), Deception 8 (+9), Expertise:
Thief 10 (+12), Insight 6 (+8), Perception 6 (+8), Sleight of Hand
10 (+15), Stealth 10 (+15), Technology 4 (+6)

Offense
Initiative +9
Unarmed+11 Close, Damage 5

Defense
Dodge 11 Fortitude 7
Carl Sands was an American growing up in Japan when he Parry 11 Toughness 6/3*
developed an interest in ninjutsu techniques. He applied him- Will 7 *Without Defensive Roll.
self to learning various skills and martial arts over the years,
and when he had achieved a sufficient mastery he embarked Power Points
on an unremarkable career as a burglar and industrial spy. Abilities 50 Skills 35
This mediocrity ended when Thanagarian criminal Byth hired
Sands for a job and gave him the alien Dimensiometer to aid Powers 49 Defenses 13
Sands in its commission. As the Shadow Thief, Sands became Advantages 18 Total 165
a worldclass criminal and saboteur, and never looked back.
Complications
Personality Delusional: Sands long-term exposure to the energies of the
Dimensiometer has affected his mind and weakened his grasp
A thief with no concern for the welfare of anyone he doesnt
on reality, to the extent that he sometimes engages in long
see in the mirror in the morning, Sands is reserved, generally
conversations with the inanimate Dimensiometer itself.
antisocial, and intensely private.
temporary power boosts from patrons like Neron and Star-
Powers & Abilities breaker.

Shadow Thief uses a Dimensiometer, a piece of Thanagar- Allies


ian technology that enables its wearer to become a living
shadow. When in this form, Sands is very difficult to harm, Sands really doesnt play well with others and only has allies,
can pass through most physical barriers and completely such as the Injustice League, when absolutely necessary for
disappear into shadows and darkness. He has also mastered his plans or bank account. Powerful patrons like Starbreaker,
the art of interacting with the physical world while remain- whose offers appeal to his greed or ambition, are another
ing mostly insubstantial. He has on occasion benefited from matter entirely.

Enemies

Real Name: Carl Sands Hawkman and Hawkwoman are the most prominent, but
his involvement in the death of Firestorm and humiliation at
Occupation: Thief and saboteur Manhunters (Kate Spencer) hands has probably added her
Base: Mobile and the resurrected Firestorm to the list.

Heroes & Villains, Vol. 2 175


Andre Nutter (order #3338244) 1
Shark
Shark PL12
STR STA AGL DEX FGT INT AWE PRE
10 6 5 4 7 6 6 1
Powers
Aquatic: Immunity 3 (Cold, High Pressure, Drowning);
Movement 1 (Environmental Adaptation: Aquatic);
Protection 8; Senses 2 (Low-Light Vision, Acute Olfactory);
Swimming 10 (500 MPH) 25 points
Claws and Teeth: Strength-based Damage 2 2 points
Devour Minds: Perception Range Weaken Awareness 12
(Resisted by Will) 36 points
Instill Fear: Perception Range Affliction 12 (Resisted by Will;
Dazed, Compelled, Controlled), Limited to Fear 24 points

Advantages
All-out Attack, Close Attack 5, Evasion, Favored Environment
(Aquatic), Improved Critical 2 (Claws and Teeth), Move-by
Action, Power Attack

Skills
Athletics 6 (+16), Intimidation 12 (+13), Perception 4 (+10)

Offense
Initiative +5
Claws and Teeth +12 Close, Damage 12, Crit. 18-20
Devour Minds Perception Range, Weaken Awareness
12, Resisted by Will (DC 22)
Instill Fear Perception Range, Affliction 12,
Resisted by Will (DC 22)

Defense
Dodge 8 Fortitude 12
The villain known as Shark began his existence as an ordinary
Parry 10 Toughness 14
tiger shark. He was accidentally exposed to nuclear radiation
and mutated into a highly intelligent and super-powered Will 12
bipedal shark. Shark received amazing powers but also re-
Power Points
tained his natural instincts and began hunting prey.
Abilities 90 Skills 11
When he encountered Green Lantern, Shark discovered a
man who had no fear and also the Green Lantern weakness Powers 87 Defenses 18
to yellow. Shark tried to leverage this knowledge, but was re- Advantages 12 Total 218
verted back to his original form. Shark returned several times
Complications
and fought Green Lantern and other heroes, each time with a
different temperament and powers. Unstable: Shark is an unstable genetic mutation. He is often
transformed back to an ordinary tiger shark, and each time he
Personality is re-mutated his mind and powers change.

Sharks mind is just as unstable as his genetics. At times he is man strength. His exposure to radioactive waste makes his
a master planner able to dethrone Aquaman, other times he genetic structure unstable; at times he has displayed vast
is barely able to speak, his mind subsumed by pure instinct. mental powers and the ability to instill fear in others and
devour their minds.
Powers & Abilities
Allies
Shark is a highly evolved tiger shark. He can swim at in-
credible speeds, breathe underwater and has superhu- Shark was a member of the Weaponers of Qward and the Se-
cret Society of Super-Villains.

Real Name: Karshon Enemies


Occupation: Super villain The Shark has fought many heroes including Superman,
Base: Mobile Black Condor and Aquaman. Shark has clashed with Hal Jor-
don more often than any other hero.

176 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Shining Knight
Real Name: Sir Justin
Occupation: Historian
Base: New York City, New York

Shining Knight (Sir Justin) PL10


STR STA AGL DEX FGT INT AWE PRE
4 4 5 4 7 2 3 3
Powers
Enchanted Armor: Immunity 2 (Cold, Heat); Impervious
Protection 5, Removable (-2 points) 10 points total
Enchanted Sword: Strength-based Damage 3, Penetrating 3,
Easily Removable (-2 points) 4 points

Advantages
All-out Attack, Equipment, Improved Critical (Sword), Improved
Smash, Interpose, Power Attack, Sidekick 12, Takedown,
Weapon Break

Skills
Athletics 6 (+10), Close Combat: Swords 2 (+9), Expertise:
Sir Justin was a Knight of the Round Table in the sixth century
Arthurian Myth and Magic 8 (+10), Expertise: Medieval whose sword, armor and warhorse were enchanted by Merlin
History 8 (+10), Expertise (AGL): Riding 9 (+14), Insight 6 (+9), after he released the wizard from imprisonment. Pursuing an
Intimidation 6 (+9), Perception 5 (+8), Persuasion 8 (+11) ogre into the Northland, Justin and Victory were buried in an
avalanche of ice and remained alive in a state of suspended
Offense animation until the 1940s. Justin continued to use his knight-
Initiative +5 ly skills to fight crime in the twentieth century as the Shining
Knight. Merlin often called Justin back to the sixth century to
Enchanted Sword +13 Close, Damage 7, Penetrating 3 defend the realm of Camelot.
Unarmed +11 Close, Damage 4
Personality
Defense
Dodge 11 Fortitude 9
The Shining Knight demonstrates anachronistic sixth-century
sensibilities that curiously mirrors the values of modern super
Parry 11 Toughness 9 heroes; he is honorable, devoted to meting out justice, and
Will 9 utterly chivalrous to women.

Power Points
Powers & Abilities
Abilities 64 Skills 29
Shining Knight carries an enchanted sword that can cut
Powers 14 Defenses 21
through anything except his suit of magical armor. He is well-
Advantages 22 Total 150 trained in the use of knightly weapons and in excellent physi-
cal condition.
Complications
Honor: Shining Knight abides by an archaic code of chivalry. Allies
Man Out of Time: Shining Knight has difficulty adjusting to
Sir Justin has many allies across the centuries: the Seven Sol-
the modern world.
diers and the All-Star Squadron in the twentieth century, the
Justice Society in the twenty-first century, and the Knights of
Winged Victory PL6 53 points the Round Table in the sixth century.
Abilities: Str 6 Sta 6 Agl 2 Dex 0 Fgt 6 Int -2 Awe 2 Pre -2
Enemies
Powers: Winged Horse (Flight 7 (250 MPH), Wings; Growth 4,
Permanent, Innate; Protection 2; Speed 4 (30 MPH)) The Shining Knights most prominent enemies include Mor-
Advantages: Interpose gaine le Fey, the sorceress who plagued Camelot, and the
Dragon King, who killed Firebrand, his lady love.
Skills: Perception 4 (+6)
Offense: Initiative +2, Unarmed +6 (Close, Damage 6)
Defense: Dodge 4, Parry 4, Fortitude 8, Toughness 8, Will 4
Winged Victory
Totals: Abilities 20 + Powers 22 + Advantages 1 + Skills 2 + Merlins enchantment gave wings to Justins faithful steed,
Defenses 8 = 53 Victory.

Heroes & Villains, Vol. 2 177


Andre Nutter (order #3338244) 1
Shrapnel
Shrapnel PL11
STR STA AGL DEX FGT INT AWE PRE
7 7 5 5 4 0 1 0
Powers
Body Spikes: Reaction Damage 6, Penetrating 5 (slashing,
when attacked in melee) 29 points
Composite Organism: Immunity 13 (Critical Hits, Life Support,
Sleep); Impervious Protection 6; Enhanced Strength 3,
Limited to Lifting (lifting Str 10; 25 tons) 28 points
Fragmentation: Array (43 points)
Fragmentation Blast: Ranged Multiattack Damage 11
(slashing), Homing, Improved Critical 2, Penetrating 5
43 points
Body Explosion: Area Burst 2 (60 feet) Damage 11
(slashing), Penetrating 7 1 point
Disperse Form: Insubstantial 1 (Metal Fragments) 1 point
Jagged Edge: Strength-based Damage 5, Penetrating 5
10 points

Advantages
Daze (Intimidation), Diehard, Evasion, Great Endurance,
Improved Critical 2 (Jagged Edge), Improved Smash
The process by which Mark Scheffer became Shrapnel is un- Skills
known, and the up-and-coming hitman is not talking (if he
Athletics 3 (+10), Close Combat: Jagged Edge 4 (+8), Deception
even remembers). He first surfaced while pursuing his first
8 (+8), Expertise: Hitman 5 (+5), Intimidation 8 (+8), Perception
contract to murder a businessman in Kansas City. His at-
5 (+6), Ranged Combat: Fragmentation Blast 4 (+11)
tempts to walk past bystanders unnoticed went horribly awry
and he decided to kill anyone who saw him creating a trail Offense
of torn corpses that quickly focused attention on him.
Initiative +5
Shrapnel went underground and occasionally resurfaced. He Body Explosion Close, Burst Area 2 (60 feet)
was among many exiled villains during Operation: Salvation Damage 11, Penetrating 7
Run and joined the Cyborg Revenge Squad upon his return.
Fragmentation Blast +11 Ranged, Multiattack Damage 11,
He remains at large and available for work.
Homing, Penetrating 5, Crit. 18-20
Personality Jagged Edge +8 Close, Damage 12, Penetrating 4,
Crit. 18-20
Psychotic and insanely focused, Shrapnel seems to care only
about making it big in the assassination market. His speech is Defense
broken and disjointed, probably a result of his structure as a Dodge 7 Fortitude 11
composite being.
Parry 9 Toughness 13

Powers & Abilities Will 5

Shrapnels body is composed of thousands of shards of organic Power Points


metal that he can control individually. He can grow spikes along Abilities 58 Skills 20
his body to increase his damage and hurt anyone who gets too
Powers 112 Defenses 15
close, and fire them from his body in a lethal torrent. His own
shape is fluid, capable of becoming a mass of slithering shards, Advantages 6 Total 211
or exploding in all directions. All shards immediately re-form
Complications
on Shrapnel, and pieces that end up too far away or are kept
from rejoining the main body of shards will eventually die. Living Metal: Shrapnels components feed on blood; he must
regularly kill others in order to feed himself.
Allies Obsession: Shrapnel is fully intent on making a name for
himself and will do anything to increase his reputation.
While Shrapnel prefers to keep all the glory to himself, he
has worked with the Suicide Squad and the Secret Society of
Super-Villains. Real Name: Mark Scheffer
Enemies
Occupation: Hitman
Base: Mobile
Shrapnel first faced the Doom Patrol, but he will fight anyone
as long as theres money or fame involved.

178 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Silver Banshee
Silver Banshee PL11
STR STA AGL DEX FGT INT AWE PRE
6 10 4 2 4 2 3 3
Powers
Supernatural Sonic Powers: Array (87 points)
Banshee Cry: Burst Area Damage 11 (Penetrating 10)
Linked to Burst Area Affliction 11 (Resisted by Fortitude;
Auditory Impaired, Auditory Disabled, Auditory Unaware;
Limited to a single sense) Linked to Burst Area Weaken
Stamina 11 (Limited: Only if true targets identity known)
87 points
Banshee Shriek: Cone Area Damage 11 (Penetrating 10) Centuries ago Siobhan McDougal was a child of Clan McDou-
Linked to Cone Area Affliction 11 (Resisted by Fortitude; gal, the lords of Castle Broen for countless generations. Fol-
Auditory Impaired, Auditory Disabled, Auditory Unaware; lowing her fathers death, her younger brother Bevan was se-
Limited to a single sense) Linked to Cone Area Weaken lected to replace him in the clan. Angry at being passed over
Stamina 11 (Limited: Only if targets true identity known) and in defiance of her familys wishes, Siobhan attempted
1 point to perform the ancient rituals of succession. The souls of her
Banshee Wail: Ranged Damage 11 (Penetrating 10) Linked clansmen found her unworthy and cursed her, sending her
to Ranged Affliction 11 (Resisted by Fortitude; Auditory soul to the Netherworld.
Impaired, Auditory Disabled, Auditory Unaware; Limited
to a single sense) Linked to Ranged Weaken Stamina 11 While trapped in the Netherworld, Siobhan met a mysterious
(Limited: Only if targets true identity known) 1 point being called the Crone who helped Siobhan return to Earth
Superhuman Speed: Speed 5 (60 MPH); Enhanced to take vengeance on her clan. Siobhan arrived in the modern
Advantages 2 (Improved Initiative, Seize Initiative) 7 points day, now cursed to live as the inhuman Silver Banshee. Since
Teleportation: Teleport 18 (1000 miles), Accurate 54 points then she has sought to slay her clan descendants, fulfill her
Vengeful Wraith: Immunity 30 (Fortitude); Immortality 2; obligations to the Crone, increase her powers and free her-
Impervious Toughness 10; Regeneration 2 46 points self of her curse by gathering a series of mystical artifacts
Advantages though not always in that order. While pursuing her plans the
Silver Banshee often finds herself opposing various heroes,
Chokehold, Daze (Intimidate), Improved Critical (Unarmed), including Superman and Supergirl.
Improved Grab, Language (Gaelic)

Skills Personality
Close Combat: Unarmed 5 (+9), Deception 4 (+7), Expertise: Silver Banshee is driven, spiteful, ambitious and inconstant
Magic 2 (+4), Insight 4 (+7), Intimidation 6 (+9), Ranged in her desires. She craves vengeance whenever wronged and
Combat: Supernatural Sonic Powers 9 (+11) will kill those who get in her way. However, she will also seek
to repay any debts of honor she incurs and at times seems
Offense
more interested in freeing herself from her curse than seek-
Initiative +8 ing power and retribution.
Banshee Wail +11 Ranged, Damage 11, Affliction 11 (Fortitude
DC 21), possibly Weaken Stamina 11 Powers & Abilities
Unarmed +10 Close, Damage 6, Crit. 19-20 Silver Banshee is superhumanly fast, durable, can teleport
and has the strength of ten men. Her wail can kill any person
Defense
within sight whose true identity she knows and can cause
Dodge 12 Fortitude Immune pain in others. Her powers are magical in nature.
Parry 10 Toughness 10 The Weaken Stamina effect in each of her sonic powers
Will 10 doesnt work if she doesnt know her targets real identity, but
the other effects in those powers work normally.
Power Points
Abilities 68 Skills 15 Allies
Powers 196 Defenses 21 Silver Banshee has no regular allies.
Advantages 5 Total 305
Enemies
Complications
Silver Banshee has fought Superman on many occasions. She
Cursed: The Silver Banshee has returned to life a number of also has faced Batman and repeatedly has run afoul of Supergirl.
times, each time in service to a greater power or to whom shes
beholden. Her life is not her own.
Deadly: Silver Banshee freely uses her deadly abilities on
Real Name: Siobhan McDougal
anyone in her way. Occupation: Vengeful spirit Base: Mobile

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Silver Swan
Silver Swan PL11
STR STA AGL DEX FGT INT AWE PRE
2 4 4 4 1 3 2 3
Powers
Avian Telepathy: Array (49 points)
Helping Song: Summon Avian Life 4 (60 points), Horde,
Mental Link, Multiple Minions 4 (16 minions), Variable
General Type (Avian Life) 49 points
Bird Song: Communication 4 (Mental), Limited to Avian
Life; Comprehend Animals 2 1 point
Humming Bird: Sustained Impervious Protection 10 20 points
Swan Song: Array (28 points)
Sonic Blast: Ranged, Damage 14 28 points
Sound Wave: Cone Area Damage 11 1 point
Swan Screech: Burst Area Cumulative Affliction 11
(Resisted by Fortitude; Auditory Impaired, Auditory
Disabled, Auditory Unaware), Limited to a single sense
1 point
Winged Flight: Flight 8 (500 MPH), Wings 8 points
Vanessas father died during an archaeological expedition in
Egypt when she was five years old. Vanessas mother was also Advantages
an archaeologist and decided to move the family to the United
States after her husbands death. Vanessa grew up in Boston Evasion, Favored Environment (Aerial), Instant Up, Move-by
Action
feeling like an outsider both at school and in the community.
Skills
Through her connections at Harvard, Vanessas mother chose
to take in a strange boarder: Wonder Woman. Vanessa was Acrobatics 4 (+8), Athletics 4 (+6), Insight 4 (+6), Perception 6
enamored with Wonder Woman, but soon grew jealous of her (+8), Persuasion 6 (+9), Ranged Combat: Swan Song 4 (+8)
beauty. After Diana saved Vanessas life, the young girl began
Offense
imagining shed fight beside Wonder Woman someday.
Initiative +4
The trauma of losing her father so young in life took its toll on
Vanessa. She was unbalanced by her loss and the addition of Sonic Blast +8/+10* Ranged, Damage 14
Wonder Woman to her family life pushed the girl toward the Sound Wave Close, Cone Area Damage 11
edge. With the aid of Dr. Psycho, Circe was able to corrupt the Swans Screech Close, Burst Area Affliction 11,
girls feelings and transform her into the Silver Swan. Resisted by Fortitude (DC 21)
Circe used Vanessa to attack and harass both Wonder Woman *With Favored Environment (Aerial).
and Wonder Girl. After their battle, Diana took the injured
Defense
Vanessa to Themyscira to recover.
Dodge 8 Fortitude 8
Personality Parry 8 Toughness 14
Vanessa is a fragile girl who has endured much in her short life. Will 6
She is a survivor and extremely loyal to her friends and family.
Power Points
Powers & Abilities Abilities 46 Skills 14

As Silver Swan, Vanessa can fly using her large, silvery wings, Powers 108 Defenses 19
emit a devastating swan song, and telepathically communi- Advantages 4 Total 191
cate with and control birds.
Complications
Allies Self Hatred: Vanessa blames herself for everything bad that
has happened to her friends and family.
Vanessa is a long-time friend of Wonder Woman.

Enemies
Swansong
While under the control of Circe, Silver Swan fought Wonder
Woman and Wonder Girl. Vanessa is the third woman to use the name Silver Swan.
The first was Helen Alexandros, the second was Valerie
Beaudry. Each incarnation was closely tied to Wonder
Real Name: Vanessa Kapatelis Woman. Helen had Strength 10 and no Avian Telepathy.
Valerie lacked the Avian Telepathy power.
Occupation: Reformed villain Base: Boston, MA

180 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Sinestro
An anthropologist on the planet Korugar in space sector
1417, Sinestro encountered the dying Green Lantern Prohl Real Name: Sinestro
Gosgotha while unearthing the ruins of a long-dead civiliza-
tion. Gosgotha gave his power ring on to Sinestro, who used Occupation: Criminal and would-be conqueror
it to fight the Green Lanterns pursuer, one of the Weaponers Base: Interstellar space
of Qward. After he defeated the Weaponer, Sinestro learned
Gosgotha was still alive. Rather than return his power ring,
which would allow Gosgotha to survive long enough for help Sinestro was assigned to train novice Green Lantern Hal Jor-
to arrive, Sinestro chose to keep it and allow Gosgotha to die, dan from space sector 2814, who bristled at his instructors
taking his place in the Green Lantern Corps. authoritarian and rigid attitudes. In the process of helping
Sinestro defend Korugar from invasion by the Khunds, Jor-
Initially, Sinestro performed extremely well as a Green dan summoned other Green Lanterns for support, exposing
Lantern. His desire to forge order out of chaos Sinestros conquest of his home world. The Guardians of the
and his dedication to the Corps earned him Universe stripped Sinestro of his power ring and exiled him
a reputation as one of the greatest Green to the world of Qward in the anti-matter universe, believing it
Lanterns. Over time, however, he became would teach him humility.
more and more obsessed with impos-
ing order, to the point where he Instead, Sinestro forged an alliance with the Weaponers of
decided the best way to do Qward and acquired a yellow power ring, returning to the
so was to conquer Koru- positive-matter universe to destroy Hal Jordan and the Green
gar, setting himself up as Lantern Corps. After numerous clashes with his archenemy,
absolute dictator. Sinestro was eventually captured and sentenced to death for
his crimes. He managed to survive by sending his essence
into the Central Power Battery on Oa, where he learned the
nature of the emotional spectrum and the source of the
yellow impurity in the Green Lanterns power rings:
the fear Entity Parallax.

Sinestro engineered Parallaxs possession of Hal


Jordan, corrupting and bringing down the great-
est Green Lantern as part of his revenge. He even-
tually freed himself from the Central Battery on Oa
and returned to the anti-matter universe, where he
founded the Sinestro Corps, offering yellow power
rings to the most fearsome and vicious criminals
in the universe. He led his Corps in a war against
the Green Lanterns and ultimately was defeat-
ed by Kyle Rayner and his old foe, Hal Jordan.
Still, Sinestro claimed the measures un-
dertaken by the Guardians of the Uni-
verse to fight his Corpsnamely,
permitting Green Lanterns to em-
ploy lethal forcemade the Green
Lantern Corps more like his own,
enforcing order through fear
throughout the cosmos.

Sentenced to death once


again, Sinestro escaped
with the intervention
of his own Corps and
the Red Lanterns, who
sought to capture him
for Atrocitus, their
leader. Blue Lan-
tern Saint Walker
claimed Sinestros
survival was vital for
stopping the com-
ing of the Blackest
Night, and the master
of the yellow light of fear
proved instrumental as part of the alliance against the Black
Lanterns and their master Nekron.

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Andre Nutter (order #3338244) 1
Sinestro PL14
STR STA AGL DEX FGT INT AWE PRE Skills
2 2 2 3 5 1 3 3 Athletics 4 (+6), Close Combat: Unarmed 3 (+8), Deception
7 (+10), Expertise: Law Enforcement 8 (+9), Insight 8 (+11),
Powers Intimidation 8 (+11), Investigation 4 (+5), Perception 4 (+7),
Power Ring: 130 points, Removable (26 points) 104 points Persuasion 4 (+7), Ranged Combat: Power Ring 8 (+11)
AI and Database: Feature 2 2 points
Offense
Communication: Senses 1 (Communication Link to Sinestro
Corps) 1 point Initiative +2
Flight: Flight 14 (32,000 MPH); Movement 4 (Space Travel 3, Power Ring +11 Ranged, Damage 17
Environmental AdaptationZero-G) 36 points
Force Field: Impervious Protection 12; Immunity 10 (Life Unarmed +8 Close, Damage 2
Support) 34 points
Defense
Force Manipulation: Array (34 points)
Force Blast: Ranged Damage 17, Dynamic 35 points Dodge 12 Fortitude 10
Force Bubble: Ranged Burst Area Affects Others Immunity Parry 10 Toughness 14/2*
10 (Life Support), Dynamic 2 points
Force Constructs: Create 17, Dynamic 2 points Will 17 *Without Power Ring
Lifting: Move Object 17, Dynamic 2 points Protection
Mobile Constructs: Create 11, Moveable, Dynamic 2 points
Power Points
Scanning Beam: Senses 6 (Analytical All Auditory, All
Chemical, and All Visual) 6 points Abilities 42 Skills 29
Universal Translator: Comprehend Languages 4 (Read,
Powers 104 Defenses 37
Speak, Understand, Understood) 8 points
Advantages 4 Total 216
Advantages
Complications
All-out Attack, Inspire 3
Enemy: Green Lantern Corps.
Personality Obsession: Sinestro is obsessed with enforcing his particular
idea of order in the cosmos.
Sinestro is pathologically devoted to the idea of order in
the universehis order. He believes in the enforcement of Power Loss: The power ring needs periodic recharging and
peace through fear and intimidation. Since getting kicked issues a warning when its power runs low.
out of the Green Lantern Corps, Sinestro has not only found-
ed his own rival corps, but worked to mold the Green Lan- traits: he commands the loyalty of thousands of followers,
terns to his vision. The more ruthless his enemies become each with a yellow power ring as potentially powerful as his
in fighting him, the more they adopt his methods of con- own, along with their Manhunter power batteries. See the
trol through fear, the closer Sinestro comes to achieving his individual entries for the Sinestro Corps and the Manhunt-
goals. ers in this volume for additional details. The Gamemaster
should feel free to provide Sinestro with the backing of his
Powers & Abilities Corps and allies if the scenario requires, although he is not
the type of leader to hide behind his troops. Sinestro has
Sinestro was one of the most capable Green Lanterns, and been known to strike out on his own, his arrogance mak-
that skill extends to his power with the yellow light of fear. ing him incapable of admitting an inability to handle any
His power ring generates a protective aura around him and challenge.
allows him to project the yellow light, shaping it according to
his will. Sinestro commonly likes to grab and hold opponents Enemies
in the grip of his power ring, allowing him the opportunity
to gloat or lecture them about their inevitable demise before Sinestro hates Green Lantern Hal Jordan, whom he blames
finishing them off. for his own downfall. He trained and taught Jordan, who
betrayed him. Sinestro similarly hates the Guardians of the
Universe and all Green Lanterns for their inability to see the
Allies greatness of his vision for the universe.
Sinestro is the leader of the corps bearing his name. He can
The master of the Sinestro Corps has, in turn, earned more
call upon its members to carry out his orders, since they all
than his share of enemies. He fought and defeated Mongul
know what will happen to them if they do not obey. Sinestro
for mastery of the Corps, and Atrocitus has sworn to kill Sin-
has been an uneasy ally to the other wielders of the lights
estro for tracking and capturing him on Earth, though not
of the emotional spectrum, during the War of Light and the
before he gives Sinestro a taste of his own medicine by de-
Blackest Night.
stroying everything he cares about. Sinestro has enslaved
As with many other masterminds and villainous leaders, Sin- his former allies on Qward, giving them cause to seek to
estros leadership of his Corps is not reflected in his game overthrow him.

182 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Sinestro Corps
After the return of Hal Jordan led
to the revival of the Green Lantern
Corps, Sinestro, freed from the
Central Power Battery on Oa, set
about creating his own corps. Sin-
estro and his recruits enslaved the
Weaponers of Qward and forced
them to create additional yellow
power rings and a massive central
power battery. The rings pierced
the dimensional barrier between
the anti-matter and positive mat-
ter universes to seek out recruits
capable of instilling great fear.

Recruits chosen by a yellow ring


are forcibly taken to Qward for
reconditioning to join the ranks
of the Sinestro Corps. As Amor Sur
learned, this happens whether
the new ring-wielder wishes it or
not. Absolute and unquestioning
loyalty to Sinestro is a key part of
the Corps training, imposed by
their brutal drill-sergeant and en-
forcer Arkillo.

Though the Sinestro Corps wields


the yellow light of fear, their job
is to spread order throughout the
universe, a task Sinestro feels the
Guardians of the Universe and
their Green Lantern Corps has
failed to accomplish. Sinestro has
confided in Hal Jordan that he
considers his Corps nothing more
than a tool to further the cause of
order, as evidence pointing out the
additional authoritarian measures
adopted by the Green Lanterns
such as the use of lethal forcein
response to the Sinestro Corps
existence. As he sees it, either the
Sinestro Corps will conquer the
universe through fear, or else they will make others so fearful Arkillo (Sector 674): Sinestro Corps drill sergeant and
that they will do the Corps work for them. enforcer, a powerful, savage red-skinned carnivore with
large teeth.

Notable Sinestro Corps Members Bedovian (Sector 3): Crablike cannibalistic sniper.

The Sinestro Corps is composed of thousands of members Borialosaurus (Sector 3001): From a race of carnivorous
across the cosmos. The following are just a few of its known sea animals that were hunted down after they killed
members: members of Guardians of the Universe.

Ampa Nnn (Sector 3517): Serial killer from the planet Despotellis (Sector 119): Sentient virus responsible for
Lythyll, known for removing and meticulously cleaning the destruction of eighty-five percent of Space Sector
the organs of his victims. 119.

Base: Qward
Current Members: Sinestro, Ampa Nnn, Arkillo, Bedovian, Borialosarus, Despotellis, Devildog, Feena Sik,
Haasp the Hunter, Kru-Sil, Kiriazis, Low, Mallow, Murr the Melting Man, Ranx the Sentient City, Romat-Ru, Scivor,
Slushh, Tekik, and many others.

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Andre Nutter (order #3338244) 1
Parallax
The Entity of the Sinestro Corps is perhaps the most infamous of the emotional spectrum: Parallax, the fear Entity. Created
when one of the first creatures in the universe felt fear, Parallax became a parasite, feeding on the fear of entire civiliza-
tions and driving them to destroy themselves and others out of sheer paranoia. The Guardians of the Universe eventually
captured Parallax and contained it, initially in various vessels, before imprisoning it within the Central Power Battery on
Oa, using the green light of willpower to bind it.
Parallaxs presence within the green power battery became referred to as the yellow impurity and its influence
rendered Green Lantern power rings useless against its portion of the spectrum, anything colored yellow. When
Sinestro was later imprisoned in the Central Power Battery, he discovered the existence of Parallax and was able to
influence the Entity. Through its connection to the Battery and its power rings, Parallax was able to corrupt, and even-
tually possess, Hal Jordan.
The Parallax Entity attempted to destroy and remake the universe before Jordan was able to exert enough of his own
will and personality to force Parallax to sacrifice his life to save the Earth. Parallax eventually separated from Jordan and
possessed other hosts (including Kyle Rayner), working with Sinestro and his Corps to further its goal of spreading fear
throughout the cosmos.
Parallax has a tremendous power to inflict fear on others (Affliction 20 with dazed, compelled, and controlled effects,
resisted by Will) and the power to control those who succumb to fear (the third-degree control effect). It also has all of the
powers of Sinestros power ring without the need for the ring itself.

Devildog (Sector 1567): Convicted murderer on at least Slushh (Sector 3376): Amorphous alien that consumes
seventeen worlds. prey by engulfing and dissolving it with its internal acids.

Feena Sik (Sector 2897): Artist whose creations come to Tekik (Sector 3281): Robot from the planet Potter-59-3
life and kill. that rebelled, creating a fear program to infect other
artificial intelligences.
Haasp the Hunter (Sector 3492): Murderous brother of
Green Lantern Harvid.

Karu-Sil (Sector 2815): Savage raised by animals.


Sinestro Corpsman
Kiriazis (Sector 1771): Spider-like Corps member who These traits describe a typical member of the Sinestro Corps
blinds and tortures, splintering the Rings beams with (to the extent that there is such a thing). Some members have
her prisms. specific alien traits as well, typically a single unusually high
ability (like Arkillos Strength) or a power (like Slushhs Insub-
Low (Sector 3308): A parasite capable of draining all the stantiality and digestive acid Damage).
blood from a victim, then laying eggs in the body of its kills.

Mallow (Sector 614): Head of a bloodthirsty gang of ma- Sinestro Corpsman PL12 168 points
rauders.
Abilities: Str 1 Sta 2 Agl 0 Dex 2 Fgt 3 Int 0 Awe 1 Pre 2
Murr the Melting Man (Sector 3490): A scientist named Powers: Yellow Power Ring (as given in the Sinestro entry,
Austin Snow transformed into a near-mindless being but with a 30-point Force Manipulation Array)
able to melt other life-forms by touch.
Skills: Athletics 4 (+5), Close Combat: Unarmed 3 (+7),
Ranx the Sentient City (Sector 3272): A massive, artifi- Deception 4 (+6), Insight 8 (+9), Intimidation 6 (+8), Perception
cially intelligent robotic city. 4 (+6), Ranged Combat: Power Ring 7 (+9)
Offense: Initiative +0, Ring Blast +9 (Ranged, Damage 15)
Romat-Ru (Sector 2813): Vile Xudarian criminal.
Defense: Dodge 10, Parry 10, Fortitude 9, Toughness 14/2, Will 15
Scivor (Sector 3106): Possessed of tremendous powers Totals: Abilities 11 + Powers 101 + Advantages 0 + Skills 18 +
of persuasion, Scivor once posed as a torture god, influ- Defenses 38 = Total 168
encing thousands to murder in his name.

In Blackest Day, in Brightest Night,


Beware your fears made into light,
Let those who try to stop whats right,
Burn like his power Sinestros might!

184 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Siren Twin sister to Mera of Xebel, Hila took up her mission after
Mera proved unable to kill Aquaman and betrayed the Atlan-
Real Name: Hila tean exiles of Xebel. She took the name Siren and allied with
Occupation: Soldier Aquamans foe Black Manta in an effort to kill the Sea King
and use Mantas son Jackson (Aqualad) to free the exiles of
Base: The dimension of Xebel, Xebel from the Bermuda Triangle.
the Bermuda Triangle, Earths Oceans
Personality
Contrary to her name, Siren is not a seductive charmer of the
Siren PL10 sea, but a cold-blooded, vicious killer. She is imperious and
commanding, and willing to sacrifice anyone, including her
STR STA AGL DEX FGT INT AWE PRE
own family, to achieve her goals.
8 8 4 4 10 0 3 3
Powers Powers & Abilities
Aquatic: Immunity 3 (Cold, Drowning, Pressure); Movement 1 Siren has Atlantean aquatic adaptations, allowing her to
(Environmental AdaptationAquatic); Senses 1 (Low-light breathe water and making her far stronger, faster, and tough-
Vision) 6 points er than a surface dweller, able to resist the crushing pressures
Atlantean Telepathy: Mental Communication 2 (1 mile), Area, and freezing cold of the ocean depths.
Selective, Quirk: Atlanteans only 11 points
Hard Water Powers: Array (24 points) She also shares her sisters power to increase the density
Control Water: Damaging Move Object 8 (6 tons) 24 points of water, creating hard water constructs. Sirens perferred
Hard-Water Weapons: Strength-based Damage 2, use of her power is creating various close combat weapons,
Penetrating 5, Reach 4 1 point
Hard-Water Projectiles: Ranged Multiattack Damage 8
1 point
Shape Water: Create 8, Movable 1 point
Swimming: Swimming 9 (250 MPH) 9 points

Advantages
All-out Attack, Animal Empathy, Daze (Intimidation), Favored
Environment (Aquatic), Improved Initiative, Languages
(Atlantean), Power Attack, Startle

Skills
Acrobatics 4 (+8), Athletics 3 (+12), Expertise: Soldier 8 (+8),
Insight 5 (+8), Intimidation 7 (+10), Perception 5 (+8), Ranged
Combat: Hard Water Powers 8 (+12), Stealth 2 (+6)

Offense
Initiative +8
Control Water +12 Ranged, Damage 8
Hard-Water Weapons +10 Close, Damage 10, Penetrating 5,
Reach 4 (20 feet)
Hard-Water Projectiles +12 Ranged, Multiattack Damage 8
Unarmed +10 Close, Damage 8

Defense
Dodge 12 Fortitude 11
Parry 12 Toughness 8
Will 9

Power Points
Abilities 80 Skills 21
Powers 53 Defenses 19
Advantages 8 Total 181

Complications
Enemy: Siren is dedicated to destroying Aquaman.
Relationship: Siren has also sworn revenge against her sister,
Mera.

Heroes & Villains, Vol. 2 185


Andre Nutter (order #3338244) 1
particularly blades, out of available water to wield against and should be considered minions (DC Adventures Heros
her foes. One of her hard water weapons typically does Handbook, page 174). She has worked with Aquamans foe
Strength-based Damage 3 (added to Sirens already consid- Black Manta as well.
erable Strength).
Enemies
Allies
Siren has sworn to kill both Aquaman and her traitorous
Siren works with a squad of Xebelian soldiers under her com-
sister, his wife Mera. She has also threatened to kill Aqualad
mand; lower all of her abilities by 2 ranks, keeping the same
(Jackson Hyde) as a means of freeing her people from their
powers and skill ranks, save for Sirens Hard Water power, to
dimensional exile. Alongside Black Manta, Siren led a force of
get the traits of her soldiers. They are armed with close com-
warriors from Xebel against the surface world.
bat weapons for +3 damage added to their Strength ranks

Solomon Grundy Many years ago, vain and wealthy merchant Cyrus Gold was
murdered, his body dumped into Slaughter Swamp near Go-
tham City. Mystical forces in the swamp attempted to trans-
form Gold into a new incarnation of Earths plant elemental,
but because Gold did not die by fire, the process was only
partially successful.

Decades later, a massive, shambling figure rose from the


swamp, killing a pair of escaped convicts and stealing their

Solomon Grundy PL14


STR STA AGL DEX FGT INT AWE PRE
18 20 0 0 6 -2 0 0
Powers
Impenetrable Hide: Impervious Toughness 8 8 points
Soulless: Immunity 5 (Control effects) 5 points
Unliving: Immunity 30 (Fortitude) 30 points

Advantages
All-out Attack, Close Attack 4, Fearless, Improved Hold, Power
Attack

Skills
Intimidation 8 (+8)

Offense
Initiative +0
Unarmed +10 Close, Damage 18

Defense
Dodge 8 Fortitude Immune
Parry 8 Toughness 20
Will 9

Power Points
Abilities 84 Skills 4
Powers 43 Defenses 19
Advantages 8 Total 158

Complications
Fury: Grundy is given to uncontrollable bouts of temper and
rage.
Gullible: Grundy is often fooled into helping out a new friend.

186 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
ing and attacking everything in sight. Sometimes he can be
Real Name: None calmed, but more often he simply fights until a stronger force
overcomes him. Some versions of Grundy demonstrate more
Occupation: None Base: Mobile intellect and sophistication (or at least self-control) but he is
usually defined by his rages.
clothes. He adopted the name Solomon Grundy from the
childrens rhyme (Solomon Grundy, born on a Monday Powers & Abilities
) and embarked on a series of crimes in Gotham. The first Grundy is among the strongest and toughest beings known,
Green Lantern (Alan Scott) confronted Grundy who was, be- his inhuman form possessed of supernatural power and du-
ing a creature of plant matter, resistant to his power ring. rability. He is beyond most mortal concern and his mind is
The creature was defeated and apparently destroyed when typically too dim and inhuman for outside influences to pen-
hurled beneath a train. etrate, though he can be and often is deceived or persuaded.
Solomon Grundy has been destroyed numerous times over Solomon Grundys ability to return from the dead is more
the past several decades, each time eventually reappear- of a plot device than a real power, since it seems to take
ing, sometimes slightly different in personality, attitude and considerable time before the creature rises again from the
appearance. Typically, Grundy is a nearly mindless creature, swamp where he was born, longer than specified for the
driven by base instincts like greed and anger. He hides out in Immortality power and essentially only between stories. So
swamps, wilderness, or sewer tunnels, stealing more out of far, no damage or circumstances have been able to prevent
habit than any real need, sometimes working at the behest Grundys eventual resurrection. If the Gamemaster chooses,
of some new friend or ally. Other incarnations have shown he may assign Solomon Grundy at least 1 rank in Immortality
the potential for empathy (particularly toward a pretty female to reflect this capability.
face) and even kindness. Some even have a greater degree
of intellect and sophistication, though these incarnations are Allies
also often the most cruel and evil. Solomon Grundys power
level has varied somewhat in his different incarnations, allow- Solomon Grundy is typically a pawn or hireling for other vil-
ing a DC Adventures Gamemaster to make the villain higher or lains. He has worked with incarnations of the Injustice Society
lower power level than given here (which is fairly typical for on occasion, but the lone creature has few, if any, true allies.
his appearances).
Enemies
Personality Grundys primary foe over the years has been the original
Solomon Grundys personality is much like that of a child: he Green Lantern (Alan Scott) and his teammates in the Justice
desires positive attention, but is easily angered. When the Society. Years later, he fought Gotham Citys new protector
brutes temper flares, he flies into a destructive rage, smash- Batman and his Justice League teammates.

Johnny Sorrow
Johnny Sorrow (his stage name; his true name is unrevealed)
was a silent film actor who lost his job when talkies replaced
silent films. He steals a device that grants him intangibility
Real Name: Unknown
and the ability to teleport and uses these powers to commit Occupation: Criminal, former silent film actor
crimes. He runs afoul of the JSA and, during one encounter, Affiliation: Injustice Society
Sandy the Golden Boy (later Sandman) damages his device.
Rejecting an opportunity to surrender, Johnny Sorrow at-
Base: Mobile
tempts to escape with the broken device, but the malfunc-
tioning machine throws him into a different dimension
Johnny Sorrow returns to Earth several decades later and re-
known as the Subtle Realms.
forms the Injustice Society. This sets the stage for a number
While trapped there, Johnny Sorrow becomes a servant of of conflicts with the JSA, most notably when Johnny Sorrow
the King of Tears, a powerful demon that wants to manifest kidnaps Stargirl and tricks her into kissing him so that he can
on Earth. The King of Tears cannot manifest on Earth himself, become human again. This transformation would have re-
but is able to send Johnny back to Earth. Johnny finds his wife sulted in the death of Stargirl and her lover Atom-Smasher,
and takes his mask off, revealing the change that the King of but the JSA thwarted Johnny Sorrows plan.
Tears inflicted upon him. His wife drops dead at the sight of
his face. Personality
Later, Johnny Sorrow kills six of the Seven Shadows merely Horrified by his own face, Johnny Sorrow is a dedicated ser-
by exposing his face. The last Shadow alerts the JSA to the vant of the King of Tears, if only to use the demon for his own
threat. Johnny Sorrow opens a portal for the King of Tears, but endsbecoming human again. He harbors a particular ha-
Spectre transforms the demon into actual tears that the Flash tred for the current Sandman, whom he blames for his dis-
(Jay Garrick) places in a laboratory. figurement.

Heroes & Villains, Vol. 2 187


Andre Nutter (order #3338244) 1
Johnny Sorrow PL14
STR STA AGL DEX FGT INT AWE PRE
1 6 2 6 2 1 4 5
Powers
Bend Energy: Immunity 20 (Energy effects) 20 points
Golden Mask: Array (56 points)
Sorrows Face: Cone Area Sustained Damage 14, Alternate
Resistance (Will), Sense-dependent (Sight), LimitedOnly
against living beings who can perceive Sorrows face 56 points
Ghostly Form: Insubstantial 4, Continuous; Teleportation
10 (4 miles) 1 point
Levitation: Flight 4 (30 MPH), Levitation 4 points
Summon Mask: Feature 1 point
Undying: Immortality 10 20 points

Advantages
Defensive Roll 5, Diehard, Evasion, Fascinate (Deception),
Fearless, Improved Initiative, Leadership, Ranged Attack 5,
Seize Initiative, Taunt, Uncanny Dodge, Well-informed

Skills
Close Combat: Unarmed 10 (+12), Deception 10 (+15), Expertise:
Silent Film Star 10 (+11), Insight 10 (+14), Intimidation 10 (+15),
Persuasion 10 (+15)

Offense
Initiative +6
Revealed Face Perception Ranged, Sustained Damage
14, Resisted by Will (DC 24), Sense-
dependent (Sight)
Unarmed +12 Close, Damage 1

Defense
Dodge 8 Fortitude 7
Parry 8 Toughness 11/6*
Powers and Abilities
Will 8 *Without Defensive Roll.
Johnny Sorrows most potent power is his own face. Anyone
who looks upon it dies or, in rare cases, suffers some other Power Points
terrible (but not fatal) calamity. He is intangible and can bend Abilities 54 Skills 30
energy harmlessly around him. He loses this intangibility
Powers 102 Defenses 17
when he removes his mask. The mask itself can be destroyed,
but Johnny can easily re-form it. Advantages 20 Total 223

Complications
Allies
Servant of the King of Tears: Johnny Sorrow is beholden to
Johnny Sorrow has been a member and sometimes leader of and the willing servant of a major demon that is trapped in
the Injustice Society. another dimension. Most of Johnny Sorrows schemes involve
bringing the King of Tears to Earth.
Enemies
Cant See Own Face: If Johnny Sorrow sees his own face he will
Johnny Sorrow counts the JSA and the JLA amongst his en- be temporarily paralyzed and powerless.
emies.

The King of Tears


Johnny Sorrows master is an entity from the so-called Subtle Realmsa mystical layer reality beyond what any human
being can experience while remaining sane. Unable to access the physical world alone, the King of Tears has used Johnny
as its pawn in an effort to summon (and later, reconstitute) it. The King of Tears is a Power Level X being (see page 6)
beyond game traits: immortal and immensely powerful. Should the heroes face it, they will need all of their wits and
determination to overcome it. In the past, only the Spectre (page 189) has been able to defeat or contain the King of Tears.

188 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Spectre
The origins of the Spectre entity are open to dispute, with
some believing it to be one of the archangels performing the Real Name: Unknown, though implied
duties for which it was created, while others hold that it is a to be Raguel or possibly Aztar
fallen angel that repented and accepted the role as the Lords Occupation: The Spirit of the Lords Vengeance,
instrument of wrath as penance. It is known that Eclipso pre-
ceded the Spectre in the role before being stripped from the The Wrath of God, Seventh of the Seven Most High
office for corrupting its mandate, and that the entity has been Base: Mobile
joined with a number of mortal hosts over the eons in order
to maintain perspective for its pursuit.
During Corrigans term as host, he also worked with the Bat-
Immediately prior to WWII Jim Corrigan, a murdered police-
man to great effect on several occasions.
man with a black-and-white moral code became host to the
entity, and during this partnership the Spectre allied with
the JSA for many adventures over the decades. After many Enemies
years, Corrigan finally came to peace with his fate and his soul Few enemies last long against the power of the Spectre,
moved on, leaving the Spectre temporarily without a host. though Eclipso has continued to cause him problems.
Hal Jordan took up the mantle and for a while transformed
the role to Spirit of Redemption rather than Vengeance. This
created problems with the fundamental nature of the entity,
and when Jordan also moved on, he left the Spectre entity
susceptible to manipulation by an Eclipso-possessed Jean
Loring, resulting in a brutal campaign of terror directed at
users of magic on Earth and many associated realms. Finally
provoked into destroying the Lord of Order known as Nabu
the Wise, an act of such magnitude it could not be ignored
by The Presence, the entity again was forcibly bound to a re-
cently murdered policeman, Crispus Allen of the Gothan City
Police Department. Allen is slowly learning to cope with his
new existence and responsibilities, as well as coming to grips
with his full powers.

Personality
As the Angel of Vengeance, the Spectres core personality is
elemental, an unforgiving force of nature absolutely relent-
less in its pursuit of its brutal duty to punish the guilty. When
combined with a host, Spectre is more a gestalt, subsuming
many of the hosts own personality traits in tandem with its
own and exaggerating others (such as Corrigans anger and
sense of righteousness or Jordans sometimes reckless cer-
tainty).

Powers & Abilities


The primary statistics here represent the Spectre at the
upper end of what can reasonably be expressed with ac-
tual numbers, and even they are flexible, as the Spectre can
stunt pretty much anything from his array and has, ranging
from Growth (capping bonuses at his PL) and hefty Move
Object effects, to monstrous Nullify effects and even Heal-
ing effects over large areas. This represents the fact that
most of what we consider reality is merely clay in the Spec-
tres hands, to reshape at will. An eternal being, the Spectre
is practically indestructible against any mundane threat and
most arcane ones. His senses border on the omniscient and
his physical form is infinitely mutable. His signature ability,
however, is the transformation of the guilty and their sur-
roundings into instruments of justice running the gamut
from animate scissors to transforming targets into candles
and lighting them.

Allies
The Spectres allies include the Hosts of Heaven, various
good-aligned mystics, and his former teammates in the JSA.

Heroes & Villains, Vol. 2 189


Andre Nutter (order #3338244) 1
The Spectre PL18
STR STA AGL DEX FGT INT AWE PRE Advantages

16 20 8 8 10 9 20 16 Benefit 6 (Status: Wrath of God Incarnate), Daze (Intimidation),


Extraordinary Effort, Fascinate (Intimidation), Fearless, Seize
Powers Initiative, Skill Mastery (Intimidation)
Divine Perception: Senses 42 (Analytical on all Sight and
Skills
Awareness effects, Awareness 3 (Cosmic, Divine, Magical;
Extended 5 on all Awareness effects), Counters All Expertise: Heaven and The Presence 16 (+25), Expertise:
Concealment on Sight and Hearing, Counters Illusion on Supernatural World 16 (+25), Intimidation 12 (+28)
Sight and Hearing, Analytical Detect Guilt, Postcognition
(Limited to the commission of crimes, sins, etc.), Tracking) Offense
40 points Initiative +8
Otherworldly Being: Comprehend 11 (Animals (Speak
Unarmed +10 Close, Damage 16
To, Understand), Languages (Read, Speak, Understand,
Understood), Objects, Plants, Spirits (Communicate, Reality Manipulation Perception Ranged, Damage 18
Medium)); Immortality 16, LimitedNot if killed with or other effects
magic; Morph 4 (Any Form), Continuous; Movement 6
(Dimensional Travel 3, Space Travel 3) 74 points Defense
Reality Manipulation: Array (135 points) Dodge 12 Fortitude Immune
Microcosm: Illusion 15 (All senses), Area 3, Selective;
Parry 12 Toughness 20
Dynamic 135 points
Conjure from Thin Air: Continuous Perception Ranged Will 20
Create 18, Innate, Precise, Dynamic 2 point
Cruelly Ironic Justice: Cumulative Perception Ranged Power Points
Affliction 18 (Resisted by Will; Dazed, Stunned, Abilities 214 Skills 22
Transformed), Precise, Subtle, Variable Descriptor 2
Powers 356 Defenses 6
(Magical), Dynamic 2 points
Inescapable Punishment: Perception Ranged Damage 18, Advantages 12 Total 610
Variable Descriptor 2 (Magical), Dynamic 2 point
Nowhere To Hide: Remote Sensing 25 (All Visual and Complications
Auditory), Simultaneous, Dimensional 3, Subtle, Dynamic Instrument of the Lords Will: The Spectre is bound to the
2 point role it plays and cannot set aside its duty regardless of what its
Reality Is As I Will It To Be: Perception Ranged Continuous hosts may want or need. A primal entity, it has little personal
Transform 16 (Anything to Anything, 25 tons), Dynamic direction apart from its mandate and answers unswervingly to
2 point its boss known as The Presence.
World Walking: Teleport 20 (4,000 miles), Accurate, Attack
(plus self ), Easy, Extended (1 million miles), Increased Mass Wrath is More Than A Word: The Spectre is not actually an
20 (25,000 tons), Subtle 2 (World subtly shifts around a instrument of justice, but rather of a divine and decidedly Old
passenger before they realize it), Dynamic 2 point Testament vengeancecompassion and forgiveness play little
Spectre: Concealment 10 (Limited to non-magical senses); part in its actions.
Impervious Toughness 20; Immunity 110 (all Toughness and
Fortitude effects; Limited to non-magical effects, Limited Punished For His Failures
to half-strength on Toughness effects); Insubstantial 4
(Continuous; Precise, Subtle 2) 95 points During the times when the Spectre has been demoted,
such as the period following his successive failures to
Hosts defeat the Anti-Monitor and the Great Evil Beast, he
operates at PL 12, with the following modifications:
For Jim Corrigan and Crispus Allen, use the Supporting drop abilities to Str 10, Sta 12, Int 8, Awe 12, and Pre 8.
Cast archetype for Police Officer with small modifica- Halve the ranks on his array powers, drop the Space and
tionCorrigan has Pre 2, Intimidation 6 (+8) and Will 4; Time Travel effects altogether, and pull in the rest of his
Allen has Int 2, Awe 2, and Investigation 6 (+8). numbers until they meet his adjusted caps.

Wrath of God Incarnate


There have been times in the career of the Spectre when he has achieved a level of power second only to The Presence
that created him. Those heady times have generally been right before hubris combined with failures in action or judg-
ment caused him to be punished by The Presence and knocked back down to a level that allows him to be more easily
defeated. During those heights of ability, the Spectre is the very definition of a PLX or plot device character rather than a
character with enumerated stats. He has whatever numbers the Gamemaster chooses to use at that level, assuming the
Gamemaster chooses to use numbers at allafter all, why bother working out the Strength trait necessary to hold open
black holes, the Move Object rank needed to juggle stars, or the Transform rank used in turning an entire layer of Hell into
a pretty meadow with dancing unicorns when you can simply describe it as happening.

190 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Speedy
Speedy PL8
STR STA AGL DEX FGT INT AWE PRE
1 2 3 2 3 1 1 2
Powers
Bow and Arrows: Array (10 points)
Standard Arrow: Ranged Damage 5 10 points
Cable Arrow: Movement (Swinging) 1 point
Flare Arrow: Ranged Affliction 5 (Resisted by Fortitude;
Vision Impaired, Vision Disabled, Vision Unaware) 1 point
Knockout Gas Arrow: Ranged Burst Area Affliction 3
(Resisted by Fortitude; Fatigued, Exhausted, Asleep) 1 point
Net Arrow: Ranged Affliction 3 (Resisted by Dodge;
Hindered and Vulnerable, Defenseless and Immobilized),
Extra Condition, Limited Degree 1 point
Stun Arrow: Ranged Affliction 3 (Resisted by Fortitude;
Dazed, Stunned, Incapacitated) 1 point

Advantages
Accurate Attack, Defensive Roll 3, Equipment 3, Improved Aim,
Improved Critical (Standard Arrow), Improved Initiative, Precise
Attack 2 (Ranged, Cover and Concealment), Quick Draw

Skills
Acrobatics 3 (+6), Athletics 7 (+8), Close Combat: Unarmed 3
(+6), Deception 3 (+5), Expertise: Streetwise 4 (+5), Insight 6
(+7), Intimidation 2 (+4), Investigation 4 (+5), Perception 4 (+5),
A victim of child abuse, Mia Dearden ran away from home Ranged Combat: Bow and Arrows 9 (+11), Stealth 6 (+9)
at an early age and was eventually forced into prostitution.
Offense
Her life changed when she met Green Arrow, who sent her
to his friend Oliver Queen for help. Mia impressed Queen by Initiative +7
quickly figuring out that he and Green Arrow were one and Unarmed +6 Close, Damage 1
the same, prompting the Emerald Archer to adopt her as his
Bow +11 Ranged, Damage 5, Crit. 19-20, or
new ward. Though Queen and his associates trained Mia in
other effects
archery and various other combat skills, he initially refused to
allow her to suit up to fight crime alongside him. Defense

Mia finally became the new Speedy a couple of years later. Dodge 11 Fortitude 6
Queen allowed her to become an active crimefighter after Parry 9 Toughness 4/1*
Mia discovered she contracted the HIV virus while a prosti-
Will 6 *Without Defensive Roll.
tute. Mia has battled by his side ever since.
Power Points
Personality
Abilities 28 Skills 26
Mia Dearden grew up on the mean streets where she had Powers 0 Defenses 24
to learn how to take care of herself in order to survive. Wise
beyond her years, shes cunning, courageous and capable of Advantages 13 Total 91
keeping her head under the most stressful circumstances. Now Complications
that shes become a costumed adventurer, she finally feels like
she has a future and she wont give it up without a fight. Complications: MotivationLegacy: Mia is motivated to
live up to her mentor Green Arrows example. Chronic Illness:
Powers & Abilities Speedy is HIV-positive and must deal with the health and social
implications.
Mia is an expert archer trained by Oliver Queen himself, and
she carries an arsenal of Queens trick arrows. Black Canary Allies
schooled her in a number of martial arts, making her a skilled
hand-to-hand combatant and acrobat. Speedy is the Green Arrows sidekick and a close friend of
Black Canary, Roy Harper and Connor Hawke. Shes also a
member of the Teen Titans.
Real Name: Mia Dearden
Enemies
Occupation: Adventurer
Base: Star City Mia has had particularly unpleasant run-ins with former-Robin
Jason Todd, the Electrocutioner and the League of Assassins.

Heroes & Villains, Vol. 2 191


Andre Nutter (order #3338244) 1
Star Sapphire
Star Sapphire PL13
STR STA AGL DEX FGT INT AWE PRE
0 1 2 2 3 2 2 3
Powers
Power Ring: 125 points, Removable (25 points) 100 points
AI and Database: Features 2 2 points
Communication: Senses 1 (Communication Link to Central
Power Battery) 1 point
Flight: Flight 13 (16,000 MPH); Movement 4 (Environmental
AdaptationZero-G, Space Travel 3) 34 points
Force Field: Impervious Protection 12; Immunity 10 (Life
Support) 34 points
Force Manipulation: Array (30 points)
Conversion Crystals: Ranged Affliction 10 (Resisted
by Will; Hindered, Immobile, Transformed), Progressive,
Dynamic 31 points
Force Blast: Ranged Damage 15, Dynamic 2 points
Force Constructs: Create 15, Dynamic 2 points
Lifting: Move Object 15, Dynamic 2 points
Mobile Constructs: Create 10, Movable, Dynamic 2 points
Hearts Connection: Enhanced Advantage (Diehard),
Affects Others, Ranged 3 points
Sense Love: Senses 4 (Detect Love, Ranged, Acute,
Analytical) 4 points
Universal Translator: Comprehend Languages 4 (Read,
Speak, Understand, Understood) 8 points

Advantages
Attractive 2, Defensive Attack

Skills
Close Combat: Unarmed 3 (+6), Expertise: Business 8 (+10),
Insight 6 (+8), Perception 6 (+8), Persuasion 4 (+7), Ranged
Combat: Power Ring 9 (+11), Vehicles 6 (+8)

The only child of Ferris Aircraft founder and aerospace mogul Offense
Carl Ferris, Carol dreamed of becoming a pilot, and devel- Initiative +2
oped considerable skill in flying and understanding planes.
Force Blast +11 Ranged, Damage 15
Her dreams were cut short, however, by her fathers ill health
and the need for someone to handle the day-to-day opera- Unarmed +5 Close, Damage 0
tions of his company. So she set aside her own wishes and
Defense
took over as CEO of Ferris, telling most people her father was
living in retirement in Miami. Dodge 13 Fortitude 10

Carol hired Hal Jordan as a test pilot despite his history as a Parry 10 Toughness 13
troublemaker, partially because their fathers had been close. Will 15
She found herself attracted to Jordan, but her refusal to date
an employee initially stifled their relationship. Technical con- Power Points
sultant Hector Hammonds romantic interest in Carol turned Abilities 30 Skills 21
dangerous after he was mutated by exposure to a meteor Powers 100 Defenses 40
fragment in the wreckage of Abin Surs spacecraft.
Advantages 3 Total 194
As Carol and Hals relationship blossomed, the alien Zamar-
rons learned Carol was in love with Sector 2814s Green Lan- Complications
tern and used an alien gem to transform her into Star Sap- Relationship: Carol is in love with Green Lantern Hal Jordan
phire. She fought Green Lantern on different occasions under and the two of them share a complicated relationship.
the gems influence, and their relationship suffered for it.
Responsibility: As one of the Star Sapphires, Carol owes
Years later, after Carol and Hal had gone their separate ways, responsibility to other wielders of the violet light of love.
she fell under the Star Sapphires influence again. Hal was
membership in the Star Sapphires and she accepted only
able to free her from it, and the Zamarrons decided the gem
when she learned Hal was in danger and she could help him.
exerted too much influence over its wearer, so they created
Since then, she has worked in cooperation with the Star Sap-
the first violet power rings. A ring sent to Earth offered Carol
phires, Green Lantern and the other Lantern Corps.

192 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
attempt to rehabilitate any suffering related to that love. Tar-
Real Name: Carol Ferris gets possessed of strong willpower may break out of the crys-
tals before any transformative effect takes hold.
Occupation: CEO of Ferris Aircraft
Base: Coast City, California The violet ring also allows Star Sapphire to sense when love
is endangered and to forge a connection between loving
hearts that acts as a kind of lifeline or tether. This automati-
Personality cally stabilizes a dying subject, allowing the loved one to re-
cover from near death.
Carols life is characterized by love and duty. Initially, she put
aside her own dreams out of love for her father and took over Allies
running his company. She tried to put aside her attraction to
Hal Jordan for the good of that company, and later she agreed As a Star Sapphire, Carol can call upon her sister members of
to take up a role she thought she had escaped in order to help the corps, though her strong sense of independence means
the man she loved. Her restored role as Star Sapphire has in- she rarely does so. Her strongest ally is Green Lantern Hal Jor-
creased Carols confidence and willingness to try to move past dan, though Carol does know various other members of the
the difficulties she faced in fully accepting love in her life. super hero community, including some of the Justice League.

Enemies
Powers & Abilities
For much of the time she was Star Sapphire, Carols primary
Star Sapphire wears a violet power ring, giving her most of
foe was her lover, the Green Lantern Hal Jordan.
the powers common to ring wielders, backed by her will and
imagination. In particular, the power ring automatically pro- Since accepting a violet power ring and membership with the
tects her, creating a force field and allowing Star Sapphire to Star Sapphires, her primary foes have been members of other
survive in hostile environments, including deep space and Lantern Corps, particularly Hals foe Sinestro, and the death-
other planets. Entity Nekron and his Black Lanterns. She also has a history
with Hector Hammond, who considered himself her boyfriend
She can project violet light from the ring as pure energy or
despite their entire relationship consisting of one business din-
form various light constructs in whatever shape she wishes.
ner. Hammond remains violently jealous of Carols affection for
Star Sapphire can use her ring to surround a target in violet
Hal Jordan, and knows Jordans identity as Green Lantern.
crystals which show the subject his or her greatest love and

The Star Sapphires


Billions of years ago, when the Guardians of the Universe de-
cided to focus on the green light of willpower to the exclusion Base: Zamaron
of the rest of the emotional spectrum, a group of female Mal-
Current Members: Carol Ferris, Dela Pharon,
thusians disagreed. Rather than abandon all other emotion,
they left Oa and settled on the planet Zamaron. There they Fatality, Miri Riam, Miss Bloss, Race, Kryb
found the first star sapphire, lying between the crystallized
skeletons of two lovers hidden in a cave. The female Malthu-
sians became known as the Zamarons, and they studied and chose to follow the example of the Oans and fashion violet
nurtured the violet light of love, seeking to spread its influence. power rings to channel the light of love instead. They also be-
gan more aggressively recruiting members of a new Star Sap-
Initially, the Zamarrons empowered females from other spe- phire corps to be deployed in the impending War of Light.
cies by giving them star sapphire crystals. The crystals, how- To this end, they encased some captured members of the
ever, tended to overwhelm the minds of those who wielded Sinestro Corps in conversion crystals, using the violet light to
them, making them irrational. One such Star Sapphire, Dela fill the void within their hearts.
Pharon of Space Sector 1416, is known to have killed her lov-
er, a Green Lantern, and encased their entire world in violet The Star Sapphires fought alongside other Lantern Corps in
crystal so they could be together forever. the War of Light and during the Blackest Night, when the Black
Lanterns raised the skeletal lovers inside the violet power bat-
The Zamarrons recognized this flaw in the violet lights power tery. Star Sapphire Carol Ferris resides on Earth, while other Star
after a confrontation with Green Lantern Hal Jordan. So they Sapphires work to spread loves light throughout the cosmos.

For heart long lost and full of fright,


For those alone in blackest night,
Accept our ring and join our fight,
Love conquers all with violet light!

Heroes & Villains, Vol. 2 193


Andre Nutter (order #3338244) 1
Fatality PL13 227 points
Abilities: Str 7 Sta 4 Agl 5 Dex 4 Fgt 10 Int 0 Awe 2 Pre 2
Powers: Power Ring (as Star Sapphires, but with Force Field
(Impervious Protection 8; Immunity 10 (Life Support)) and a
28-point Array with each effect reduced by 1 rank; see Star
Sapphire)
Advantages: All-out Attack, Attractive, Evasion, Improved
Initiative, Improvised Weapon, Power Attack, Quick Draw,
Tracking
Skills: Acrobatics 6 (+11), Athletics 6 (+13), Close Combat:
Unarmed 4 (+14), Deception 4 (+6), Insight 4 (+6), Intimidation
4 (+6), Perception 6 (+8), Ranged Combat: Power Ring 8 (+12),
Stealth 6 (+11), Vehicles 4 (+8)
Offense: Initiative +9, Power Ring +12 (Ranged, Damage 14),
Unarmed +14 (Close, Damage 7)
Defense: Dodge 14, Parry 14, Fortitude 13, Toughness 12, Will 13
Total:s Abilities 68 + Powers 92 + Advantages 8 + Skills 26 +
Defenses 33 = Total 227

Miri PL12 180 points


Abilities: Str 0 Sta 1 Agl 2 Dex 1 Fgt 2 Int 1 Awe 4 Pre 2
Powers: Power Ring (identical to Star Sapphires 30-point
Array; see Star Sapphire)
Advantages: Attractive, Ultimate Effort (Will checks)
Skills: Acrobatics 4 (+6), Close Combat: Unarmed 2 (+4),
Insight 8 (+12), Perception 6 (+10), Persuasion 8 (+10), Ranged
Combat: Power Ring 8 (+9)
Offense: Initiative +2, Power Ring +9 (Ranged, Damage 15),
Unarmed +4 (Close, Damage 0)
Defense: Dodge 11, Parry 9, Fortitude 9, Toughness 13, Will 15
Totals: Abilities 26 + Powers 100 + Advantages 2 + Skills 18 +
Defenses 34 = Total 180

a member of the Sinestro Corps. The Star Sapphires encased


her in conversion crystals to heal and rehabilitate her. She has
since forgiven herself, and John Stewart for failing to prevent
the destruction of her home world.

Miri
Fatality While on their honeymoon, Miri and her husband Kered were
attacked by Mongul, who crippled their ship. When Kered
Yrra Cynrill was the eldest child of Xanshis ruling family. She begged him for mercy, Mongul killed Kered and left Miri to
was away when her home world was destroyed, making her die, adrift in space. Before Miri could follow her husband into
Xanshis sole survivor. When she learned that a Green Lantern death, a violet ring found her and offered to fill the hole in
failed to prevent the disaster, she swore vengeance against her broken heart. She accepted and became one of the Star
them all. As Fatality she became a bounty hunter and later Sapphires.

The Predator
Like the other colors of the emotional spectrum, the violet light has an Entity that is its avatar and part of its essence. It is
called the Predator. Like the other emotional entities, the Predator is capable of possessing a living host, and it may have
exerted greater influence over wearers of the Star Sapphire gems rather than the violet power rings. The Predator existed
in the violet power battery on Zamaron, but the actions of the Black Lanterns shattered the battery and freed the Entity,
which now works with the Star Sapphires (and Carol Ferris) willingly.

194 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Starfire
Koriandr was born the younger of two daughters to
King Myandr of planet Tamaran. Because her older sister, Real Name: Koriandr
Komandr, suffered from a childhood defect that deprived Occupation: Tamaran princess, former fashion model
her of the Tamaranean ability to process sunlight for flight
and thus was deemed unfit to rule, Koriandr became first in
Base: Mobile
line to the Tamaran throne as well as the object of her sisters
hatred and resentment. Komandr attempted to kill Koriandr
when the two were under the tutelage of the Warlords of
Okaara. For this act, Koriandr was banished from Tamaran.
She chose to ally with the Citadel, a race of conquerors who
had warred with Tamaran for over a century.

Armed with Komandrs knowledge of Tamaran, the Citadel


overwhelmed Tamarans defenses. King Myandr was forced
to sue for peace at the cost of Koriandrs freedom. For six
years, Koriandr suffered torture and humiliation at the hands
of Gordanian slavers, who were allies of the Citadel. An attack
by the Psions resulted in the capture of both sisters. Unaware
of Tamaran physiology and their innate ability to absorb and
convert solar energy, the Psions conducted solar absorption
experiments on the sisters. They thus unwittingly handed
Koriandr the keys to her freedom. She took advantage of a
Citadel attempt to rescue Komandr to free herself using her
newly developed Starbolts, and commandeered a ship to es-
cape to the nearest inhabited planet, Earth.

There, Starfire was among the young new heroes recruited by


Raven to form a new team of Teen Titans to battle her demon-
ic father, Trigon. The Titans helped Starfire fend off the slavers
sent to recapture her and later returned with Starfire to Tama-
ran to free her people from the Citadel. Starfire battled her
sister, now known as Blackfire, for leadership of Tamaran, but
the people ultimately chose Komandr as their ruler. Despite
several obstacles along the way, including Starfires brief po-
litical marriage to a Tamaranean prince, a romance developed
between Starfire and Nightwing that rekindles sporadically
to the present day.

The Titans underwent many membership changes over the


years, but Starfire was one of the constants on the roster,
eventually becoming a mentor to the next generation of Ti-
tans featuring a new Robin, Wonder Girl, Superboy, and Kid
Flash. During Infinite Crisis, Starfire was stranded in a distant
galaxy with Adam Strange and Animal Man. The trio spent
the better part of a year returning to Earth in their damaged
ship, encountering Lobo and hounded by Lady Styx.

Personality
Like most of her race, Starfire is very emotionalquick-tem-
pered and hot-blooded. This manifests as steadfast devotion
to her friends, fiery passion for her lovers and terrible wrath
toward her enemies. Even after all her time on Earth, Starfire
is still adjusting to the comparatively conservative attitudes
and restrained emotions of its people.

Powers & Abilities


Starfires Tamaranean physiology allows her to fly by har-
nessing solar energy. Starfire can subsist on sunlight alone
and survive unaided in outer space for extended periods of
time. Her people also have the ability to assimilate foreign
languages simply by touching a native speaker. After being
subject to Psion experimentation, Starfires natural ability
was modified, allowing her to channel absorbed sunlight

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Andre Nutter (order #3338244) 1
Starfire PL11
STR STA AGL DEX FGT INT AWE PRE Offense

10 10 5 5 10 1 3 3 Initiative +9
Starbolts +10 Ranged, Damage 12
Powers
Unarmed +12 Close, Damage 10
Language Assimilation: Comprehend Languages 2 (Speak
and Understand all languages), Quirk (Requires Physical Defense
Contact to Learn) 3 points
Solar Conversion: Flight 10 (2,000 MPH) 20 points Dodge 12 Fortitude 12
Solar Sustenance: Immunity 10 (Life Support), Limited (Requires Parry 12 Toughness 10
sunlight); Regeneration 2, Source (Sunlight) 6 points
Will 8
Star Bolts: Ranged Damage 12 24 points
Power Points
Advantages
Abilities 94 Skills 18
Agile Feint, All-out Attack, Attractive 2, Improved Initiative,
Leadership, Move-by Action, Power Attack, Teamwork Powers 53 Defenses 16
Advantages 9 Total 190
Skills
Acrobatics 5 (+10), Close Combat: Unarmed 2 (+12), Expertise: Complications
Modeling 7 (+8), Intimidation 8 (+11), Perception 4 (+7), Enemy: Starfires sister, Blackfire, harbors a deep resentment
Persuasion 5 (+8), Ranged Combat: Starbolts 5 (+10) toward and lifelong hatred for her.
Power Loss: During any prolonged period without exposure
into concentrated energy blasts known as starbolts. Starfire to sunlight, Starfire loses her Flight and Starbolts powers
was also trained in combat by the Warlords of Okaara, skills
she later honed in sparring sessions with her Titans team- Relationship: Starfire has an on-again, off-again romance with
Dick Grayson.
mate, Donna Troy.
Temper: Starfire has a very short fuse.
Allies
Enemies
Starfire is most often associated with the Teen Titans and is
on excellent terms with the team in all of its incarnations, and Starfire has battled many enemies as a member of the Teen
has a particular soft spot in her heart for Nightwing. She re- Titans, most notably Brother Blood, Deathstroke, and Trigon.
cently developed a close friendship with Animal Man during Her sister, Blackfire, remains Starfires greatest personal en-
a year when they were stranded in space. emy.

Stargirl
Courtney Whitmore was born to parents who divorced when
she was very young. Her mother found a new love in Pat
Dugan and Courtney rebelled. She began to act out against
Real Name: Courtney Whitmore
her new stepfather and rummaged through his personal Occupation: Student
belongings soon after he and her mom were married. She Affiliation: Justice Society of America
discovered Sylvester Pembertons Cosmic Converter Belt and
learned that Pat was formerly the superhero Stripesy.
Base: Manhattan, NY; Blue Valley, NE
Courtney decides to dress up as the Star-Spangled Kid for a
school costume party just to irk Pat, and the costume attracts promises to wait for him after he is jailed for crimes commit-
trouble. Pat dons his S.T.R.I.P.E. battlesuit, which hed been ted as a result of his misguided morality.
working on, to aid her. Together they uncover a conspiracy in After the battle with Superboy-Prime, Stargirl finally accepts
Blue Valley. Courtney eventually comes into contact with the Pat Dugan as her real father and enters college. Atom-Smash-
JSA and is given Starmans staff. She names herself Stargirl. er keeps his distance due to difference in their ages, but when
Courtney becomes romantically involved with Captain Mar- they are both threatened by Johnny Sorrow he finally accepts
vel, Jr. and later harbors a crush on Jakeem Thunder. Captain their love for each other. Stargirl continues to be a member
Marvel, Jr. breaks off the relationship rather than reveal that of the JSA.
hes actually a teenage boy, not the adult he appears to be.

Stargirl suffers a tragedy when agents of Per Degaton slaugh-


Personality
ter her family. The damage is undone through time travel In many ways Stargirl is a typical teenager, brash, impulsive
with the help of Atom-Smasher and Black Adam. During this and sarcastic. She often overcompensates in an effort to
adventure Stargirl realizes that she loves Atom-Smasher. She prove her worth to her teammates and, when angered, is ca-

196 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Stargirl PL11
STR STA AGL DEX FGT INT AWE PRE Power Points

8 8 8 4 4 2 4 2 Abilities 50 Skills 14
Powers 86 Defenses 10
Powers
Advantages 5 Total 165
Cosmic Converter Belt: Removable (-15 points) 62 points
Enhanced Abilities: Enhanced Agility 4; Enhanced Stamina Complications
5; Enhanced Strength 6 32 points
Shooting Star: Ranged Affliction 10 (Resisted by Fortitude; Impulsive: Stargirl often enters conflicts without thinking
Dazed, Stunned, Incapacitated) Linked to Nullify Electronics about the consequences.
10, Simultaneous; Accurate 3 39 points Love: Stargirls various romantic entanglements have caused
Force Field: Sustained Protection 4 4 points her problems on occasion.
Cosmic Rod: Easily Removable (-16 points) 24 points
Plays Rough: Stargirl is still a bit unsure of her own strength
Flight: Flight 8 (500 MPH) 16 points
and sometimes uses far more force than necessary.
Star Blast: Ranged Damage 12 24 points

Advantages
S.T.R.I.P.E. PL9 148 points
Agile Feint, Defensive Attack, Improved Trip, Instant Up, Power
Attack Abilities: Str 10 Sta 7 Agl 2 Dex 3 Fgt 4 Int 5 Awe 1 Pre 1

Skills Powers: Battlesuit (Removable (-17 points), Armor


(Impervious Toughness 10, Protection 5); Computer
Acrobatics 4 (+12), Athletics 8 (+12), Close Combat: Unarmed Guidance (Enhanced Advantages 7 (Improved Aim, Improved
6 (+10), Insight 4 (+8), Perception 4 (+8), Ranged Combat: Star Disarm, Improved Grab, Improved Hold, Improved Initiative,
Blast 6 (+10) Improved Smash, Improved Trip); Enhanced Strength 3; Jets
(Flight 8 (500 MPH)); Large (Growth 4 (Permanent, Innate));
Offense
Searchlight (Environment 3 (Light, 120 feet); Self-Repair
Initiative +8 Systems (Regeneration 2); Sensors (Senses 2 (Communication
Link to Stargirl, Radio); Weapon Systems (Array (20 points),
Solar Blast +10 Ranged, Damage 12
Snare (Ranged Cumulative Affliction 10 (Resisted by Dodge;
Unarmed +10 Close, Damage 8 Hindered and Vulnerable, Defenseless and Immobile), Extra
Condition, Limited Degree), AE: Flying Fist (Ranged Damage
Defense
10, Limited -2 (2 Fists (Standard action to reconnect), Loses
Dodge 10 Fortitude 8 ability use hand(s))), AE: Rocket (Ranged Burst Area Damage
9, Unreliable (2 Rockets), AE: Taser (Ranged Affliction 10
Parry 8 Toughness 12/8*
(Resisted by Fortitude; Dazed, Stunned, Incapacitated))))
Will 8 *Without Force Field.
Advantages: Improved Aim, Improved Disarm, Improved Grab,
Improved Hold, Improved Initiative, Improved Smash, Improved
pable of unleashing deadly force. Stargirl is fearless and will- Trip, Interpose, Inventor, Ultimate effort (Technology checks)
ingly takes on opponents that are clearly stronger than she. Skills: Close Combat: Unarmed 4 (+8), Intimidation 7 (+10),
Perception 6 (+7), Ranged Combat: Weapon Systems 5 (+8),
Powers and Abilities Technology 9 (+14), Vehicles 7 (+10)

Stargirl has no native powers other than trained skill in the Offense: Initiative +6, Unarmed +8 (Close, Damage 10), Flying
Fist +8 (Ranged, Damage 10), Rocket +8 (Ranged, Burst Area
martial arts. Her Cosmic Converter Belt offers her protection
Damage 9)
and the ability to disrupt electronics and nervous systems;
her Cosmic Rod enables her to fly and can emit potent blasts Defense: Dodge 6, Parry 6, Fortitude 8, Toughness 12, Will 6
of energy. Totals: Abilities 44 + Powers 66 + Advantages 3 + Skills 19 +
Defenses 16 = 148
Allies
Complications: Overprotective: S.T.R.I.P.E. has a fatherly
Stargirl is a member of the Justice Society of America. concern for Stargirl and would sacrifice himself to protect her.

Enemies
sy to fight super-villains. Later, he teamed up with the Star-
As a member of the JSA, Stargirl has many enemies, but John- Spangled Kid and built the Star-Rocket Racer, their super car.
ny Sorrow, Per Degaton and Solomon Grundy have been par- The two heroes joined the Seven Soldiers of Victory and later
ticularly personal adversaries. became part of the All-Star Squadron.

After his retirement, Pat remarried (his first wife left him)
S.T.R.I.P.E. and gained a stepdaughter, Courtney Whitmore. Unable to
prevent her from becoming a super hero, Pat instead put
Like the original Star-Spangled Kid, Pat Dugan was inspired his engineering skills to use and created a battlesuit that he
by an altercation with Nazi agents to become a costumed calls Special Tactics Robotic Integrated Power Enhancer, or
crime fighter. He adopted a costume and the moniker Stripe- S.T.R.I.P.E., in order to support her in her adventures.

Heroes & Villains, Vol. 2 197


Andre Nutter (order #3338244) 1
Starman
Starman (Ted Knight) PL12
STR STA AGL DEX FGT INT AWE PRE
2 3 2 3 3 7 2 2
Powers
Cosmic Rod: Removable (13 points) 54 points
Energy Shield: Sustained Protection 10, Affect Others
20 points
Shooting Star: Flight 7 (250 MPH) 14 points
Stellar Energy Control: Array (28 points)
Stellar Blast: Ranged Damage 14, Dynamic 29 points
Gravity Manipulation: Move Object 14 (400 tons),
Dynamic 2 points
Starlight: Environment 4 (Bright Light, 250 feet), Dynamic
2 points

Advantages
Accurate Attack, Benefit 2 (Independently Wealthy),
Extraordinary Effort, Improved Defense, Inspire 2, Inventor,
Leadership, Move-by Action, Power Attack, Precise Attack
(Ranged, Cover), Well-informed

Skills
Acrobatics 3 (+5), Athletics 6 (+8), Close Combat: Unarmed 7
(+10), Expertise: Physics 10 (+17), Insight 7 (+9), Perception
8 (+10), Ranged Combat: Gravity Rod 7 (+10), Technology 10
(+17)

Offense
Initiative +2

Starman (Ted Knight) Stellar Blast +10


Unarmed +10
Ranged, Damage 14
Close, Damage 2
A wealthy playboy with a brilliant scientific mind, Ted Knight
Defense
poured his inheritance into the construction of his greatest in-
vention: the gravity rod. When war loomed, Ted Knight joined Dodge 10 Fortitude 8
the crusaders donning costumes to protect their homeland Parry 10 Toughness 13/3*
and became Starman, protector of Opal City.
Will 11 *Without Energy Shield.
Along with his teammates in the Justice Society, Starman
Power Points
spent years trapped in Limbo staving off Ragnarok and
the end of the world. After his return, Starman retired and Abilities 48 Skills 29
eventually handed off his legacy to his son Jack, who urged Powers 54 Defenses 29
Ted Knight to spend his remaining years serving the world
through his science. Advantages 13 Total 173

Complications
Personality
Guiding Star: Ted Knights strong moral compass allows him
Starman is a hero driven by his strong sense of whats right, to lead by examplenot just the citizens of Opal City, but his
and his confidence that he has the intelligence and ability to fellow heroes and those who follow him as Starman.
change the world. Guilt: The guilt Ted Knight felt over his part in inventing
the atomic bomb led to him spending part of the 1950s in
Powers & Abilities a sanitarium. Ever since, the possible repercussions of his
inventions and actions weigh heavily on him, sometimes
Starmans powers come from his greatest inventionthe leading him to do nothing at all.
gravity rod that focuses the power of the stars, allowing him
to fly, project energy blasts and force fields, and more. Allies
Starmans greatest allies have always been his friends in the
Real Name: Theodore Henry Ted Knight Justice Society and the All-Star Squadron, but he was par-
ticularly close to his cousin, the first Phantom Lady, and Black
Occupation: Scientist Canary, with whom he had a brief affair. Years later he worked
Base: Opal City, MD closely with his sons when they carried on the legacy of Star-
man, as well as other heroes who protected Opal City.

198 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Starman (Jack Knight) PL11
STR STA AGL DEX FGT INT AWE PRE Offense

1 3 3 2 4 1 2 2 Initiative +3

Powers Stellar Blast +8 Ranged, Damage 14


Unarmed +10 Close, Damage 1
Cosmic Rod: Removable (13 points) 54 points
Energy Shield: Sustained Protection 10, Affect Others Defense
20 points
Cosmic Rod Flight: Flight 7 (250 MPH) 14 points Dodge 9 Fortitude 8
Stellar Energy Control: Array (28 points) Parry 9 Toughness 13/3*
Stellar Blast: Ranged Damage 14, Dynamic 29 points
Will 8 *Without Energy Shield.
Gravity Manipulation: Move Object 14 (400 tons),
Dynamic 2 points Power Points
Starlight: Environment 4 (Bright Light, 250 feet),
Dynamic 2 points Abilities 36 Skills 35
Powers 54 Defenses 22
Advantages
Advantages 5 Total 152
Agile Feint, All-out Attack, Extraordinary Effort, Power Attack,
Seize Initiative Complications

Skills MotivationResponsibility: Jack, reluctantly, agreed to


become Starman because he recognized that Opal City
Acrobatics 7 (+10), Athletics 7 (+8), Close Combat: Unarmed needed a hero and in order to protect his father from the
6 (+10), Expertise: Ephemera 12 (+13), Insight 8 (+10), original Starmans enemies.
Investigation 7 (+8), Perception 8 (+10), Ranged Combat:
Gravity Rod 6 (+8), Sleight of Hand 6 (+8), Stealth 2 (+5) Relationships: Jack was surrounded with many people important
to him, from his father and brother to the ODare clan, to, eventually,
his girlfriend Sadie Falk and his son (with the Mist (Nash) Kyle Theo
Enemies Knight. Villains often threatened those dear to him.
Starmans greatest nemesis is the first Mist, and the two of
them battled through the decades. Any enemies of the origi-
nal Justice Society are also enemies of Starman, in particular
the villains of the original Injustice Society.

Starman (Jack Knight)


The son of Ted Knight, the first Starman, Jack Knight had no
interest in heroics until his father retired and the Mist killed
his brother, who had taken up the legacy of Starman. Wield-
ing one of his fathers cosmic rods, Jack Knight became Star-
man to avenge his brother and protect his father, then fell into
the role of Opal Citys protector when he found he enjoyed it.

Like his father, who helped found the Justice Society of Amer-
ica, Jack Knight helped bring together a new incarnation of
the JSA. In his time as Starman, Jack protected Opal City from
many threats, met all those who shared the Starman name
on Earth and beyond, and rallied Opal Citys protectors, cul-
minating in a final battle against all his foes to save the city
from destruction.

Early in his days as Starman, Jack was forced to father a son


with the daughter of his fathers nemesis, the Mist. The final
battle for Opal City resulted in the Mist killing his daughter
and dying alongside Jacks father, leaving only Jack to care for
the boy. Retiring from heroics, Jack passed on his cosmic rod
to Stargirl and moved to San Francisco to raise his son.

Real Name: Jack Knight


Occupation: Collectibles store owner
Base: Opal City, MD

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Andre Nutter (order #3338244) 1
Personality Enemies
Jack begins his career as a rebel and an outsider. During his Starmans most persistent foes are the original Mist and his
time as Starman, however, he comes to accept his role as a daughter Nash, who eventually took the mantle of the Mist
defender of the people of Opal City. He does, however, main- after Jack killed her brother Kyle. The shadow-manipulating
tain his independent streak and approaches heroics unlike dwarf named Culp shared a body with the Shade and used
many of the heroes he worshipped as a child, even while the knowledge he gained in the time the two were joined to
working alongside them in the JSA. almost manage to destroy Opal City. The mad bomber known
as the Infernal Doctor Pip also caused problems for Jack and
Powers & Abilities Opal City before being stopped.
Starmans powers come from the cosmic rod created by his
father, the original Starman. Jack isnt as accurate with the
cosmic rod as his father was, but hes a more versatile and cre-
Starman (Mikaal Tomas)
ative combatant. Jack often uses All-out Attack to increase his Mikaal Tomas came to Earth as part of an alien invasion force,
accuracy with the staff. In hand-to-hand combat, hes likely to one of the few of his race able to wield the power of the sonic
use Power Attack to increase his damage. crystal. But when his lover was killed trying to warn humanity
of the invasion, Tomas took up her cause and became Star-
Allies man, fighting one final battle against his decimated race to
Starman has a number of friends and family members he can save the Earth.
call on in times of need. First and foremost is his father, the Heartbroken and alone, Tomas spent years drugged into a
original Starman (Ted Knight) as well as all the others whove stupor and on display as part of a sideshow carnival outside
carried that name or wielded the cosmic rod. The ODare Opal City. Discovered and rescued by another Starman, Jack
family of Opal City police officers are good friends Jack can Knight, Tomas was nursed back to health until he was a war-
always rely on for help even in the most unusual of circum- rior and a hero once again. Though he found love once more,
stances. He also befriended his father old villain, the Shade, again his love was killedsending Tomas on a quest for jus-
as well as a reborn Solomon Grundy and a super-strong ex- tice that led him to join the Justice League.
bank robber named Jake Bobo Benetti. Jacks most unusual
ally is the ghost of his brother David, whom he visits with in- In combat, Mikaal relies heavily on his Accurate Attack ad-
frequently, but helps Jack work through whats happening in vantage to hit his opponents and varies his Attack bonus and
his life and helps come up with solutions he wouldnt have Damage rank depending on whats called for.
thought of on his own.

Starman (David Knight)


After waiting for years to take on his fathers legacy as Starman,
David Knight spent only a few nights wearing the red and green
costume before he was shot. As he lay near death, Dr. Fate grant-
ed Knight a final wish and let him stand in as Opal Citys pro-

Starman (Mikaal Tomas) PL10 164 points


Abilities: Str 8 Sta 6 Agl 4 Dex 3 Fgt 7 Int 1 Awe 2 Pre 1
Powers: Sonic Crystal (Energy Blast (Ranged Damage
13, Accurate 2), Flight 7 (250 MPH)); Talokian Physiology
(Impervious Toughness 8, Protection 6, Regeneration 3)
Advantages: Accurate Attack, Close Attack 5, Fast Grab, Great
Endurance, Improved Critical 2 (Energy Blast), Improved Hold,
Improved Smash, Interpose, Move-by Action
Skills: Acrobatics 6 (+10), Athletics 4 (+12), Insight 6 (+8),
Perception 8 (+10)
Offense: Initiative +4, Sonic Crystal +7 (Ranged, Damage 13,
Crit. 18-20), Unarmed +12 (Close, Damage 8)
Defense: Dodge 8, Parry 8, Fortitude 10, Toughness 12, Will 8
Totals: Abilities 64 + Powers 59 + Advantages 14 + Skills 12 +
Defenses 15 = 164
Complications: MotivationResponsibility/Justice: Mikaal
becomes a hero in order to defend the people of Earth from
his own race, which sent him here to help them conquer it.
Later, after his partner Tony is killed, hes motivated to bring
the killers to justice. Alien: Mikaal is an alien with blue skin,
dark eyes, and a slightly androgynous look.

200 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Starman (David Knight) PL9 124 points
Abilities: Str 2 Sta 2 Agl 2 Dex 3 Fgt 3 Int 1 Awe 1 Pre 1
Powers: Cosmic Rod (Array (20 points), Removable (-5 points),
Star Beam (Ranged Damage 10, Dynamic), AE: Star Blast
(Ranged Cone Area Damage 6, Dynamic), AE: Starshine (Ranged
Affliction 10 (Resisted by Fortitude; Visually Impaired, Visually
Disabled, Visually Unaware), Dynamic); Star Cape (Removable
(-4 points), Flight 7 (250 MPH); Sustained Protection 8)
Equipment: Starship (Size: Huge, Str: 8, Tou: 9 Def: 8;
Features: Flight 8 (500 MPH), Gravity Beam (Move Object 8,
Continuous), Communications, Infirmary, Remote Control)
Advantages: Defensive Attack, Equipment 10, Improved
Disarm, Luck, Move-by Action
Skills: Acrobatics 6 (+8), Athletics 6 (+8), Close Combat:
Unarmed 5 (+8), Perception 8 (+9), Ranged Combat: Cosmic
Rod 5 (+8), Vehicles 5 (+8)
Offense: Initiative +6, Star Beam +8 (Ranged, Damage 10),
Unarmed +8 (Close, Damage 2)
Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 10, Will 8
Totals: Abilities 30 + Powers 38 + Advantages 14 + Skills 18 +
Defenses 24 = 124
Complications: MotivationResponsibility: David becomes
Starman because he believes its his destiny and responsiblity.
Doomed: David was apparently born to die, something he is
aware of during his time as the Starman of the 1950s.

tector during the year his father spent in a sanitarium, decades


before, as the mysterious Starman of 1951. Wearing a costume when not with the JSA. Starman eventually remembered that
and wielding weapons made by his fathers allies in the All-Star he had been sent to the 21st century on a mission for the Le-
Squadron, the Starman of 1951 protected Opal City for a year gion, a mission to recover the body of Superboy so he could
and a day before David Knight was summoned back to the mo- be revived in the future.
ment of his death and died, certain that he was a hero.
That mission accomplished, Starman remained in the 21st

Starman (Thom Kallor) century with the JSA, eventually revealing that other mem-
bers of the Legion Espionage Squad had traveled with him
into the past to defeat an attack by the first Brainiac that
Thom Kallor was born in the thirtieth century aboard an ob-
would kill Superman and tear apart history. After defeating
servation satellite orbiting the planet Xanthu, to parents who
Brainiac, Starman joined his fellow Legionnaires on a journey
studied the stars by gathering their radiationradiation that
across the galaxy of the 21st century, enlarging Brainiacs bot-
caused Kallor to be born a mutant with the ability to draw
tled cities and returning them to their home worlds.
matter from the stars and add it to any object around him.
Kallors abilities made him a scientific curiosity, studied by
the scientists of Xanthu for years before he ran away to Earth, Personality
where he joined the Legion of Super-Heroes as Star Boy.
Starmans mind is unbalanced, but he remains a hero who en-
While in the Legion, Kallor fell in love with fellow Legionnaire joys doing the right thing just for the fun of it.
Dream Girl. Soon thereafter, Kallor was attacked by a former
suitor of Dream Girl wearing a shield that reflected Kallors Powers & Abilities
powers back on himself. Immobilized and in mortal danger,
Starman has the ability to control the mass of people and
Kallor was forced to kill the man. Though he acted in self-
objects around him, using it to weigh down his opponents,
defense, Kallor was ejected from the Legion of Super-Heroes.
make objects lighter, or hit either as if he were much stronger.
After spending time redeeming himself as a member of the
His costume was made by three Brainiac 5s in the thirty-first
Legion of Substitute Heroes, Kallor was welcomed back into
century and contains a map of the multiverse, which Starman
the Legion of Super-Heroes.
can use to open black-hole gateways from one Earth to an-
Early in the 21st century an adult Thom Kallor appeared call- other.
ing himself Starman. Starman was taken in by the Justice
Society, who discovered that Starmans mind had been un-
hinged by the journey that brought him from the 31st centu- Real Name: Thom Kallor
ry to the 21st via an alternate Earth where he had been forced Occupation: Legionnaire Base: New York, NY
to fight in a bloody war between heroes. His behavior was
erratic, so much so that he lived in the Sunshine Sanitarium

Heroes & Villains, Vol. 2 201


Andre Nutter (order #3338244) 1
Starman (Thom Kallor) PL12
STR STA AGL DEX FGT INT AWE PRE Skills

2 4 3 4 3 2 0 3 Close Combat: Unarmed 5 (+8), Perception 6 (+6), Persuasion


7 (+10)
Powers
Offense
Flight: Flight 7 (250 MPH) 14 points
Gravity Manipulation: Array (53 points) Initiative +3
Weight of Stars: Ranged Cumulative Burst Area Affliction Increase Gravity +12 Ranged, Cumulative Affliction 12,
10 (Resisted by Fortitude; Hindered and Vulnerable, Resisted by Fortitude (DC 22)
Defenseless and Immobile), Accurate 4, Extra Condition,
Limited Degree, Reversible 53 points Weight of Stars Ranged, Cumulative Affliction 12,
Increase Gravity: Ranged Cumulative Affliction 10 Resisted by Fortitude (DC 22)
(Resisted by Fortitude; Hindered and Vulnerable, Gravity Control +12 Ranged, Damaging Move Object 12,
Defenseless and Immobile, Incapacitated), Accurate 4, Improvised Weapon
Extra Condition, Reversible 1 point
Unarmed +8 Close, Damage 2/10 with Power of Gravity
Gravity Control: Damaging Move Object 12, Improvised
Weapon 1 point Defense
Power of Gravity: Enhanced Strength 8 1 point
Personal Gravity Control : Enhanced Strength 16, Limited Dodge 12 Fortitude 10
to Lifting (lifting Str 18; 6,000 tons) 1 point Parry 12 Toughness 8/4*

Equipment Will 12 *Without Defensive Roll.

Flight Ring: Communication 5 (subspace radio, Anywhere, Power Points


Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points
Abilities 42 Skills 13
Telepathic Plug: Comprehend 3 (Languages; Speak,
Understand, Understood), Mental Communication 1 (100 Powers 71 Defenses 36
feet) 10 points Advantages 15 Total 173
Transsuit: Immunity 9 (Life Support, except for starvation and
thirst) 9 points Complications

Advantages On a Mission: Though he enjoys being a superhero, Starman


never forgets (and constantly reminds his friends) that hes on
Benefit 1 (Legion Membership), Defensive Roll 4, Equipment 8, an important mission from the future.
Improved Smash, Well-informed
Crazy: Starmans mind was scrambled by his journey through
the multiverse as he traveled between the future and the past.

Allies
Starmans closest allies are his friends in the Legion of Super
Heroesparticularly his true love, Dream Girl. Since coming
to the twenty-first century, Starman has found new friends
among the Justice Society, but along with the rest of the Le-
gion he has long been friends with Superman.

Enemies
The enemies of Starmans friends are his enemies, though his
slightly unhinged mind leads him to chase minor criminals as
often as super-villains.

Time-Lost Hero
During the time Starman was in the 21st century on his
mission for the Legion of Super-Heroes he often exhib-
ites abilities that allowed him to move to other Earths
and detect objects that werent native to the Earth in
which they currently resided. To reflect Starman of that
era, add the following powers.

Map of the Multiverse: Array (8 points)


Black Hole Gateway: Movement 2 (Dimensional
travel, any alternate Earth), Portal 8 points
52!: Senses 2 (Detect items from other Earths,
Analyze their Earth of origin) 1 points

202 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Starro the COnqueror
Starro the Conqueror PL15
STR STA AGL DEX FGT INT AWE PRE
14 14 2 2 10 10 10 4
Powers
Domination: Perception Ranged Affliction 15 (Resisted by
Will; Dazed, Stunned, Controlled), Progressive, Reaction
(when Starrophyte grabs target) Linked to Mind Reading 15
(LimitedControlled victims only) 120 points
Energy Absorption: Immunity 20 (Energy Damage); Ranged
Damage 16, Accurate 4, Fades 40 points
Giant Alien Starfish: Extra Limbs 3 (5 manipulator limbs);
Growth 8, Innate, Permanent 20 points
Invulnerability: Immortality 1; Immunity 10 (Life Support);
Impervious Toughness 10; Protection 2; Regeneration 5
29 points
Star-Flight: Flight 10 (2,000 MPH); Movement 2 (Space Travel 2)
24 points
Starrophyte Invasion: Summon 6, Horde, Mental Link, Multiple
Minions 10 (1,024 PL6 minions); Remote Sensing 25 (Visual),
Simultaneous, Medium: Starrophytes 189 points

Advantages
Fast Grab, Improved Grab, Improved Hold, Inspire 5, Leadership,
Seize Initiative

Skills
Expertise: Science 8 (+18), Intimidation 4 (+12), Perception 2
(+12)

Offense
Millions of years ago, a star-shaped race of aliens left its home Initiative +2
world on the far end of the universe and set out across the
Energy Absorption +10 Ranged, Damage 16, Fades
stars. Solitary nomads, enormous motherstars traveled alone
through space until they found a world with sentient crea- Unarmed +10 Close, Damage 14
tures. Dropping down from orbit, the motherstar would re-
Defense
lease millions of starrophyte spores that rained down to fall
upon the creatures below. When a living, sentient creature Dodge 6 Fortitude 14
touched the starrophyte, the spore would attach itself and Parry 6 Toughness 16
the creature would become a slave of Starro, mentally domi-
nated by the motherstar. Settling in to rule over the world, Will 16
the motherstar would eventually give birth to a clutch of Power Points
new motherstars, who would fight until only one survived to
be sent out into the stars in search of the next world Starro Abilities 100 Skills 7
would conquer. Powers 422 Defenses 14
Advantages 9 Total 552
Personality
Complications
Starro is an arrogant being, treating all other life as subservi-
ent to its needs, and confident in its power to conquer and Obsession: Order and control.
dominate other worlds. It considers its conquest part of a Power Loss: The chemical quicklime automatically counters
greater good of bringing order to a chaotic cosmos. It takes Starros Domination power.
what it wants without remorse and only a clearly superior
Vulnerability: Starro is vulnerable to cold attacks. Starros
threat can cause it to retreat, since the only instinct stronger
Invulnerability does not apply, and both Starro and his
than conquest in Starros psyche is survival.
starrophytes suffer an additional degree of effect from
cold effects (including a first degree even with a successful
Powers & Abilities resistance check).
A massive alien creature, Starro is tremendously strong and
resistant to harm, made more so by its ability to absorb most
forms of energy, redirecting it as blasts of power from the tips
Real Name: Starro
of its limbs or from its single great eye. Like an earthly starfish, Occupation: Conqueror
Starro can regenerate from any portion of its body. Base: Mobile

Heroes & Villains, Vol. 2 203


Andre Nutter (order #3338244) 1
Starros greatest power is the ability to replicate tremen- opponent. More than a thousand are routinely generated as
dous numbers of spores, allowing it to seize control over a plot devices. In any case, 10 ranks for a thousand, 20 ranks for
planets populace. Starros victims conquer themselves, and a million, and 30 ranks for a billion minions.
it shows a preference for thalls with great power, such as
metahumans. When a Starro motherstar comes to Earth, its modus operandi
is to float above a city or country and drop his starrophytes,
Starros travels go far beyond simple space travel. Moth- which proceed to try to grab their targets. Starro automatically
erstars also have been known to drift through the Bleed in activates Domination as a Reaction when a starrophyte suc-
an attempt to colonize other worlds and have even traveled cessfully grabs a target. Starrophytes will have to perform team
through time (with the aid of a dominated Rip Hunter). attacks in order to successfully grab powerful opponents like
Superman. Starros Remote Sensing allows him to use Domina-
Allies tion through his starrophytes, but he can only use Domination
on those his starrophytes have successfully grabbed.
Starro has no allies save for those under the mental thrall of
its starrophytes. Even these unwilling servants can be saved
and turned against their master if the symbiotes are removed The Conqueror
using quicklime or extreme cold.
Starro spread across the galaxy until it encountered the world
Enemies of Hatorei, a peaceful world whose people shared a single, plan-
et-wide mental link. The motherstar still claimed the people of
All free sentients in the cosmos oppose Starro the Conqueror, Hatorei as mindless slaves, but their bond gave them strength
at least until they, too, fall under its control. unleashed when a boy named Cobi broke free and killed the
motherstar and all of her newborn motherstarsuntil only
Starrophytes one remained. The last of the Hatorei struggled with the last
of the motherstars, and the dominated became the dominator.
Adjust Starros Multiple Minions to whatever value seems Taking their name for his own, Cobi became Starro the Con-
appropriate. He can theoretically produce billions of starro- queror. He was able to dominate the will of every motherstar
phytes, but a thousand minions appear sufficient in actual he discovered and claim their slaves for his own, every race
combat, enough for multiple starrophytes to engage each increasing his power. Fearsome and fearless, Starro built an
empire that eventually stretched across nine galaxies and
thousands of worlds.
Starrophytes PL6 Minions 61 points Casting motherstars that now answered to him into the depths
Abilities: Str 0 Sta 4 Agl 4 Dex 6 Fgt 1 Int 0 Awe 1 Pre 0 of space, Starro conquered one world after another until a
single world, Earth, repelled multiple attacks by a motherstar.
Powers: Tiny Alien Starfish (Extra Limbs 3; Shrinking 8, Always in search of the greatest opponents to test his skill and
Innate, Permanent)
strength, Starro pointed the assembled military forces of a hun-
Advantages: Grabbing Finesse, Improved Grab, Improved dred worlds toward Earth. Though Starro defeated the Vegans,
Hold, Teamwork the Khund, the Dominion, and more, the combined efforts of
Skills: Close Combat: Grab 4 (+10) Vril Doxs L.E.G.I.O.N., the Omega Men, Adam Strange, Kanjar
Ro, Captain Comet, Despero and rebels from a dozen worlds
Offense: Initiative +4, Grab +9 (Close, Damage 0)
confronted Starro just as he prepared to invade Earth. Using a
Defense: Dodge 8, Parry 5, Fortitude 4, Toughness 4, Will 1 rare poison, Dox killed the motherstar attached to Starro, kill-
Totals: Abilities 36 + Powers 20 + Advantages 3 + Skills 2 + ing all the motherstars and starrophytes linked to him and free-
Defenses 0 = 61 ing all his billions of slaves across the universe.

The armored Starro is driven by the outrage that freed Cobi


Starro the Conqueror PL15 223 points of Hatorei from the motherstars domination, combined with
a keen desire for conquest. Seeking to recreate the perfect
Abilities: Str 16 Sta 15 Agl 3 Dex 3 Fgt 12 Int 7 Awe 4 Pre 9
harmony of his homeworld and avenge their enslavement,
Powers: Axe (Strength-based Damage 4, Penetrating 10, Starro has become what he despised: a ruthless conqueror.
Removable); Tough (Impervious Toughness 10; Protection 2) Only when he has united the entire cosmos under his benev-
Advantages: Accurate Attack, Chokehold, Diehard, olent rule and joined every mind with his will he be satsified.
Extraordinary Effort, Great Endurance, Improved Critical
The Hatorei who took the name Starro the Conqueror domi-
(Axe), Improved Grab, Improved Hold, Improved Initiative
2, Improved Smash, Power Attack, Seize Initiative, Startle,
nated the starfish race for decades, unifying all the worlds
Takedown, Weapon Break they had colonized into one empire. Starros mental link to
each and every starrophyte in his empire allowed him to draw
Skills: Acrobatics 9 (+12), Athletics 9 (+25), Insight 10 (+14), strength from his slaves, infusing his body with the power he
Intimidation 8 (+17), Perception 10 (+14) needed to single-handedly face and defeat the strongest
Offense: Initiative +11, Axe +15 (Close, Damage +15, defenders of any world he targeted. A master strategist who
Penetrating 10, Crit. 19-20), Unarmed +15 (Close, Damage 15) incorporated the best tactics of a thousand worlds into his
Defense: Dodge 15, Parry 15, Fortitude 15, Toughness 17, Will 15 plans, he marched inexorably across the universe with the
certainty that one day it would all belong to him, united into
Totals: Abilities 138 + Powers 23 + Advantages 19 + Skills 23 +
a single mind.
Defenses 20 = 223

204 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Steel
John Henry Irons was a brilliant heavy weapons-systems
designer for the ruthless AmerTek Company until he real- Real Name: John Henry Irons
ized the projects he was working on, the BG-90 and a flying
armor prototype, were being used in a way with which he Occupation: Construction worker,
disagreed. Faking his own death, he moved to Metropolis to advanced weapons engineer, adventurer
start afresh and became a construction workera new life Base: Steelworks, Metropolis,
that would have ended quickly if not for Superman saving
John from a fall. formerly New Jersey and Washington D.C.
During Supermans disastrous
clash with Doomsday (see Vol. ing a resurrected Superman against Cyborg Supermans (see
1), John Henry tried to assist Vol. 1) plan to convert the Earth into a new Warworld.
the stricken hero, but was bur- John Henry left Metropolis and returned to Washington D.C.,
ied alive when a building he was reuniting with his family and continuing his war against the
working on collapsed. Freeing him- gangs using his weapon designs. Much to Irons regret, his
self, he pledged that he must stop nephew Jamahl was a member of one of the gangs and was
Doomsday. He created a suit of pow- paralyzed by a stray bullet during a confrontation.
ered armor and took to the skies to
continue Supermans work as Steel. Embittered by his disability, Jamahl revealed Steels se-
Though he never claimed to be Su- cret identity to Hazard. In a final conflict with
perman, Lois Lane (see page 218) did a cyborg created by Hazard, Steel tele-
at one point consider that John Henry ported his armor away, revealing his
might be housing Supermans soul. identity to the world at large.
The Irons family was harassed
At first, Steel focused his attentions by neighbors, assaulted by
on stopping the distribution mobs and finally threat-
and misuse of the BG-90, but ened by Dr. Polaris, until
soon become involved in assist- they went into hiding.

Heroes & Villains, Vol. 2 205


Andre Nutter (order #3338244) 1
Steel PL12
STR STA AGL DEX FGT INT AWE PRE Skills

11 3 1 2 7 10 4 3 Expertise: Weapon Systems 10 (+20), Intimidation 6 (+9),


Perception 3 (+7), Ranged Combat: Hammer 8 (+10),
Powers Technology 10 (+20), Vehicles 3 (+5)
Man of Steel Armor: Communication (Radio) 3 (Area,
Offense
Selective, Subtle); Enhanced Strength 8; Flight 10 (2,000
MPH); Immunity 13 (Computer Viruses, Fortitude-based Initiative +1
Mind Control Afflictions, Life Support); Impervious Kinetic Hammer +10 Close, Damage 14
Protection 7; Sustained Impervious Protection 4, Limited
to Physical Damage; Senses 7 (Direction Sense, Distance Kinetic Hammer +10 Ranged, Damage 14
Sense, Infravision, Low-light Vision, Radio, Time Sense, Unarmed +10 Close, Damage 11
Ultravision); Removable (-19 points) 74 points
Kinetic Hammer: Array (30 points), Feature 1 (Remote Defense
Controlled), Removable (-6 points) Dodge 10 Fortitude 12
EMP: Close Burst Area Nullify 10, Broad (Electronics),
Simultaneous 30 points Parry 10 Toughness 14/10*
Electromagnetic Sensors: Sense 7 (Detect EM Energy, Will 12 *Against energy attacks.
Accurate, Acute, Analytical, Radius, Ranged) 1 point
Inertial Damage Field: Ranged Damage 14 1 points Power Points

Equipment Abilities 66 Skills 20


Powers 100 Defenses 29
HQ: Ironworks 15 points
Size: Huge Tou: 14 Features: Communications, Computer, Fire Advantages 12 Total 227
Prevention System, Holding Cells, Living Space, Power System, Complications
Security System, Workshop
Responsibility: Steel feels personally responsible for any of his
Advantages inventions, and will do what it takes to stop them from being
Close Attack 3, Connected, Equipment 3, Improvised Tools, used inappropriately.
Inventor, Leadership, Power Attack, Skill Mastery (Technology) Stepping In: Steel first stepped up to the plate when Superman
was killed by Doomsday, and continues to step up despite his
After battling a monstrous animated form of his powered ar- personal health or well-being.
mor, John Henry relocated to New Jersey with his niece Nata-
sha and built a less powerful version of his armor. Returning to active duty, Steel soon learned that Luthor was
able to negate any power granted by the Everyman Project. He
After joining the Justice League at the behest of Batman,
shared his discovery with the Teen Titans and they began inves-
Steel faced many foes with that team. When he revealed that
tigating the project, learning that the Everyman powers were
he had known Supermans true identity for some time, the
only temporary. By this time, Natasha had come to her uncle
two became sometime partners. During the Imperiex War,
with her own suspicions. Working as a double agent, Natasha
Steel was mortally wounded and delivered by the Black Racer
was captured by Luthor. Steel led the Titans on an open assault
to Apokolips, where he was placed into the Entropy Aegis.
of LexCorp. Luther, who had gained powers similar to Super-
The Aegis proved to be a curse when it was discovered that it man by using the Everyman Project process, attacked John
was consuming Steels soul. Eventually freed from the Apoko- Henry but Natasha used an electromagnetic pulse from Steels
liptian armor, John Henry retired, but remained an important Kinetic Hammer to negate Lexs powers and incarcerate him.
ally of Superman. During his retirement, John Henry built a
new Steel armor for his niece Natasha to continue his legacy. Personality
Steel put on his armor once again to assist the JLA against Steel is a serious hero. He feels that he has a responsibility
the Secret Society of Super-Villains, even though by this time to society as a whole. Hardworking to a fault, he will keep
he had become quite tired of the narcissistic mindset of most at a problem with almost an obsessive persistence until it is
modern heroes. He argued with Natasha on the subject and solved. John Henry feels that he is personally answerable for
tried to prevent her from joining the Teen Titans, going so far his inventions, and will track down and bring to justice any-
as to dismantle her armor. Natasha left John Henry and went one who misuses them.
straight into the clutches of Lex Luthors Everyman Project.
Powers & Abilities
In an attempt to repair their relationship, John Henry ap-
proached Luthor to find out where he was hiding the girl. John Henry, a genius able to invent and create weapons
When Irons threatened to kill Luthor, Natasha came to Lu- and armor far more sophisticated than the current level of
thors aid, attacked her uncle and sent him flying into Me- modern technology, built the Man of Steel power suit which
tropolis Bay. John Henry returned to his Ironworks and built provides him with enhanced strength and durability and in-
a new suit of armor for Natasha, but recognized that events cludes immunity systems, radioscopic scans and an advanced
were too far gone for such a simple solution to create any real computer and communications suite. Jet boots enable Steel
change in their relationship. to fly, and his primary weapon is his voice-controlled Kinetic

206 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Hammer which absorbs kinetic energy in flight and discharg-
es it on command or contact. Vaporlock PL9 99 points
Allies Abilities: Str 1 Sta 2 Agl 4 Dex 3 Fgt 5 Int 8 Awe 1 Pre 0
Powers: Mist Form (Flight 5 (60 MPH), Insubstantial 2
Steel is a member of the Justice League, and is a particularly (Gaseous; Precise), Protection 8 (Limited to energy damage))
good friend of Superman. This connection allows him to call
upon the aid of any of Supermans allies and to lead Team Advantages: Defensive Attack, Favored Environment (Aerial),
Inventor
Superman, which includes Superboy, Supergirl, the Eradica-
tor (see Vol. 1) and any other heroes bearing the S-shield. Skills: Close Combat: Unarmed 5 (+10), Expertise: Politics 2
(+10), Expertise: Science 2 (+10), Technology 5 (+13)
Enemies Offense: Initiative +4, Unarmed +8 (Close, Damage 1)
Because he wears the Superman S-symbol, Steel is often tar- Defense: Dodge 8, Parry 8, Fortitude 6, Toughness 10, Will 6
geted by Supermans enemies. He has also made a significant
Totals: Abilities 48 + Powers 25 + Advantages 3 + Skills 7 +
enemy for himself by breaking off from AmerTek. Defenses 16 = 99
Complications: Mercurial: Natasha has changed her powers
Vaporlock and personality a number of times. She is capable of changing
her mind about her life and her place in it with ease. This makes
Natasha Irons, John Henrys niece, lived with him in his Iron- her hard to pin down and difficult to reason with despite her
works headquarters. Like all of his relatives, she was aware intelligence. MotivationDoing Good: At heart, Natasha
of his secret identity as Steel. When Steel was trapped in the wants to help others and will go to great lengths to do so.
Entropy Aegis by Darkseid, Natasha designed a suit of power
armor and joined Team Superman to rescue him. Unable to Henry was seriously beaten by Starlight and the new Infinity
continue his career due to injuries, he built a new suit of Steel Inc. Despite her uncles repeated attempts to reconcile their
armor for Natasha to continue his legacy. Unfortunately, Nata- relationship, Starlight kept her distance until she witnessed
sha and her uncle had a falling out when John Henry forbid the death of her friend at the hands of the new Blockbuster.
her from attending the Teen Titans open call for new members. Turning to her uncle in hopes of understanding what had
When she decided to against his wishes, he dismantled the suit happened, John Henry helped her see Luthors villainous in-
and left her powerless. The final straw for Natasha came when tentions, and she became a double agent. When Luthor dis-
John Henry began manifesting his own superhuman powers, covered her duplicity, he attacked Starlight using super pow-
and she mistakenly believed he had volunteered to have his ers of his own and deactivated her powers.
DNA altered by Lex Luthors Everyman Project. Natasha later discovered a hidden consequence of the Every-
Joining the project herself, Natasha became Starlight with man Project. A residual side effect of the genetic manipula-
the ability to fly, emit pulses of light from her hands and exert tion gave her an ability to assume a mistlike form, though
superhuman strength. Her relationship with her uncle com- her control of this transformation was weak at best. Taking
pletely deteriorated when he came looking for her at one of the codename Vaporlock as suggested by her uncle, Natasha
Lex Luthors parties. When he threatened to kill Luther, John continued her career in a newly independent Infinity Inc.

Heroes & Villains, Vol. 2 207


Andre Nutter (order #3338244) 1
Suicide Squad

During World War II, soldiers who had washed out of other field teama team that called itself the Suicide Squadron in
posts were sent to Dinosaur Island in the south Pacific and honor of its commander and the dangerous missions they
assigned to Squadron S, the unit assigned to Operation War undertook.
That Time Forgot. The soldiers soon renamed themselves the
Suicide Squadron, as they discovered that battling the dino- Years later, General Wade Eiling recruited a soldier named
saurs that called the island home was little more than a sui- Anthony Miller and brainwashed him until he believed he
cide mission. When the undisciplined soldiers proved as likely was Rick Flag, son of Richard Flag. Rick Flag, under the com-
to fight each other as the dinosaurs, Captain Richard Flag was mand of General Eiling, was put in command of a new Sui-
sent to the island to bring the group to order. He did so with cide Squad, initially a black ops team and then a publically
incredible success. acknowledged team sent to explore the strange and perilous.

When the United States reorganized its intelligence programs After losing his squad on a deadly mission to a mysterious
following the war, a new group was formed called Task Force golden temple in the Himalayas, Flag left the military for a
X. The military branch of Task Force X was headed by General time and joined a group that called itself the Forgotten He-
Jeb Stuart, who called upon his old friend Flag to lead the roes, to investigate similar temples hidden around the world.

Base: Terrebonne Parish, LA


Current Members: Amanda Waller (leader), Bronze Tiger, Count Vertigo, Multiplex, Nightshade, Rick Flag
Former Members: See sidebar. Headquarters: Belle Reve

208 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
The Different Squads
Over the years there have been a number of distinct Suicide Squads. Each with its own personality and goals. The para-
graphs below give history of each of the unique Squads and their role in the history of the DC Universe.

The Suicide Squadron


Many soldiers served as part of the Suicide Squadron during World War II and the years that followed, many dying before
they could achieve any degree of notoriety. Among the more famous soldiers of the war who served under the command
of Captain Richard Flag on one or more missions are the mechanical soldier called the G.I. Robot, the team of military
misfits that called themselves The Losers, and Col. J.E.B. Stuart (who would later command Task Force X) with the crew
of his Haunted Tank.

Rick Flags Suicide Squad


During his days commanding the reactivated Suicide Squad, Rick Flag first led a small black ops team on behalf of General
Eiling. When the Squads funding was threatened in a time when the Challengers of the Unknown were receiving a lot
of attention, Eiling ordered Flag to assemble a new Squad that gave up its secret status and operated in the public eye
against larger and stranger threats like dinosaurs, monsters and aliens. This four-person field team was still led by Flag but
otherwise made up of civilians: medical doctor Karin Grace, physicist Jess Bright and astronomer Hugh Evans.

Amanda Wallers Suicide Squad


Amanda Wallers Suicide Squad returned to secret status, disavowing the missions of its teams of dragooned super-
villains as attacks by those villains. Re-formed as part of Task Force X, Wallers Squad eventually became independent
after an interagency battle triggered by the terrorist Kobra. Waller returned the Squad to government control when she
was appointed Secretary of Metahuman Affairs by then-President Lex Luthor, and continued to control the Squad at a
distance while White Queen of the international intelligence organization Checkmate. After being dismissed from Check-
mate, Waller once again took direct control of the Suicide Squad.
Dozens of super-villains have served as part of Wallers Suicide Squad, as did a number of lesser criminals during the
period when Waller fielded a Suicide Squad led by legendary war hero Frank Rock. Though by no means a complete list,
among the villains known to have served on the Suicide Squad are the following:
Bane, Black Adam, Bolt, Catalyst, Bronze Tiger, Captain Boomerang, Captain Cold, Chemo, Copperhead, Count
Vertigo, Deadshot, Doctor Light I, Electrocutioner, Enchantress, Icicle, Javelin, Killer Frost, King Shark, Knockout,
Major Victory, Mirror Master II, Multiplex, Nemesis, Nightshade, Parasite, Plasmus, Plastique, Poison Ivy, The Shaggy
Man, Shrapnel, The Thinker, and the Tattooed Man I.
Nearly any villain (or hero) captured by the U.S. government or coerced by the nearly irresistible Amanda Waller can be
inducted into the Suicide Squad. To make villains or heroes in your campaign part of the Suicide Squad, merely issue them
orders from Waller and one of the Squads trademark explosive bracelets. Particularly dangerous or untrustworthy agents
of the Suicide Squad have small explosives planted inside their head that can be detonated remotely by Amanda Waller
using a detonator disguised as a pen.

Flag stayed with the team for a time, until a congressional HQ: Belle Reve 33 points
aide named Amanda Waller read the files of the Suicide
Size: Awesome Tou: 20 Features: Communications,
Squad and proposed the formation of a new Task Force X and
Computer, Defense System, Fire Prevention System, Garage,
a new Suicide Squad, with Flag as its leader.
Grounds, Gym, Hangar, Holding Cells, Infirmary, Isolated,
The new Suicide Squad was made up of super-villains drawn Living Space, Personnel, Power System, Secret, Security
from prisons across the United States and brought to the System 4 (DC 40), Workshop
squads headquarters in Belle Reve prison. Though the mis-
sions were deadlier than ever, the villains were promised a Amanda Waller
full pardon if they served successfullyand the detonation
of the explosive bracelets they wore if they strayed off mis- Only someone as tough and stubborn as Amanda Waller could
sion or too far from Flag, their field commander. convince imprisoned killers and super-villains to volunteer for
suicide missions with a bomb strapped to their wrist. Rising
Though Task Force X and the Suicide Squad appeared to dis- from street-level political organizer to congressional aide, The
band several times, it has always returned shortly thereafter, Wall understands the corridors of power like nobody else and
always somehow answering to Amanda Waller. Despite Rick knows where all the bodies are buriedespecially the ones
Flags apparent death, Waller and the Suicide Squad res- she buried herself. Waller proposed the formation of the cur-
cued him from imprisonment and Waller has put him back rent incarnation of the Suicide Squad and has always held its
in charge of the Squads field teams, still following in his fa- leash, even during the time she served as White Queen of the
thers footsteps. international intelligence organization Checkmate and was of-

Heroes & Villains, Vol. 2 209


Andre Nutter (order #3338244) 1
ficially forbidden from being a part of American intelligence.
A master of black ops and a consummate manipulator, Waller
uses the Suicide Squad to achieve her own goals as often as the
goals of those to whom shes supposed to answer. Yet just as
often as she walks the corridors of the White House or Check-
mate headquarters, she joins the Suicide Squad in the field, fir-
ing a heavy machine gun alongside the Squad on Apokolips
or possessing the body of Chemo to help the Squad battle a
corrupt corporation.

Rick Flag
Recruited to reactivate the Suicide Squad by General Wade Ei-
ling, Rick Flag ran the squad first as a military black ops squad,
then as a public-facing scientific exploration team, and was
finally brought in by Amanda Waller to lead squads of super-
villains with bombs strapped to their wrists. For most of his
life Flag believed himself to be the son of Suicide Squad
founder Richard Flag, until he discovered he was once a sol-
dier named Anthony Miller who was brainwashed by Eiling to
believe his name was Rick Flag. Despite discovering his true
identity, Flag remains true to the spirit of his namesake and
chose to keep his new name.

Though Flag is open about his distaste for going into the
field alongside murderers and thieves, he remains a soldiers
soldier and the only other person Amanda Waller trusts to
carry a detonator for the explosive collars worn by the vil-
lains serving on the Suicide Squad. When Waller discovered
that Flag had not actually died on a mission in Qurac but
had been captured and imprisoned for four years in a Quraci
prison, she demonstrated a rare moment of compassion and
sent the Squad to rescue him. Even when given a chance
to return to the life of Anthony Miller, Flag decided that it
wouldnt be the Suicide Squad without Richard Flagand
that his true place was on the Squad.

Rick Flag PL10 153 points


Abilities: Str 3 Sta 3 Agl 2 Dex 4 Fgt 6 Int 1 Awe 4 Pre 2
Amanda Waller PL9 160 points Equipment: Assault Rifle (Ranged Multiattack Damage 5),
Abilities: Str 1 Sta 2 Agl 0 Dex 2 Fgt 4 Int 5 Awe 5 Pre 6 Heavy Pistol (Ranged Damage 4), Knife (Damage 1, Improved
Critical), Fragmentation Grenade (Burst Area Damage 5),
Equipment: Squad Detonator, Heavy Pistol (Ranged Damage 4) Bulletproof vest (Protection 4, limited to Ballistic, Subtle),
Advantages: All-out Attack, Assessment, Benefit 4 (Diplomatic Squad Detonator, Binoculars
Immunity, Security Clearance 3), Connected, Contacts, Advantages: All-out Attack, Assessment, Close Attack 2,
Defensive Roll 4, Diehard, Eidetic Memory, Equipment 6, Connected, Defensive Roll 2, Diehard, Equipment 9, Fearless,
Extraordinary Effort, Fearless, Great Endurance, Improved Great Endurance, Improved Aim, Improved Initiative, Inspire 2,
Defense, Inspire 2, Leadership, Quick Draw, Redirect, Seize Leadership, Power Attack, Quick Draw, Ranged Attack 5, Seize
Initiative, Set-up, Skill Mastery (Intimidation), Startle, Initiative, Uncanny Dodge
Takedown, Taunt, Teamwork, Well-informed
Skills: Acrobatics 6 (+8), Athletics 8 (+11), Close Combat:
Skills: Close Combat: Unarmed 6 (+10), Deception 10 (+16), Unarmed 4 (+10), Deception 10 (+12), Expertise: Soldier 11
Expertise: Bureaucratics 9 (+14), Expertise: Tradecraft 9 (+14), (+12), Expertise: Tradecraft 9 (+10), Insight 8 (+12), Intimidation
Insight 10 (+15), Intimidation 10 (+16), Investigation 7 (+12), 10 (+12), Perception 6 (+10), Ranged Combat: Guns 4 (+12),
Perception 7 (+12), Persuasion 8 (+14), Ranged Combat: Guns 10 Sleight of Hand 5 (+9), Stealth 7 (+9), Vehicles 8 (+12)
(+12), Sleight of Hand 8 (+10), Stealth 9 (+9), Technology 5 (+10)
Offense: Initiative +6, Assault Rifle +12 (Ranged, Multiattack
Offense: Initiative +0, Heavy Pistol +12 (Ranged, Damage 4), Damage 5), Heavy Pistol +12 (Ranged, Damage 4), Unarmed
Unarmed +10 (Close, Damage 1) +12 (Close, Damage 3)
Defense: Dodge 10, Parry 12, Fortitude 8, Toughness 6/2*, Will Defense: Dodge 11, Parry 11, Fortitude 8, Toughness 9/7*, Will
12 *Without Defensive Roll. 8 *Without Defensive Roll.
Totals: Abilities 50 + Powers 0 + Advantages 33 + Skills 54 + Totals: Abilities 50 + Powers 0 + Advantages 32 + Skills 48 +
Defenses 23 = 160 Defenses 23 = 153

210 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Sun Boy
Sun Boy PL10
STR STA AGL DEX FGT INT AWE PRE
2 2 3 2 3 3 1 3
Powers
Flame Immunity: Immunity 10 (Fire and Heat Effects) 10 points
Solar Aura: Reaction Damage 10 40 points
Solar Fire: Array (24 points)
Solar Fire Blast: Ranged Damage 12 24 points
Flame Absorption: Nullify Fire Effects 6, Simultaneous,
Sustained 1 point
Flame Absorption Burst: Close Burst Area Nullify Fire
Effects 6, Simultaneous, Sustained 1 point
Nova Burst: Burst Area Damage 12 1 point
Solar Flash: Burst Area Cumulative Affliction 6 (Resisted
by Fortitude; Visually Impaired, Visually Disabled, Visually
Unaware) 1 point

Equipment
Flight Ring: Communication 5 (subspace radio, Anywhere,
Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points
Telepathic Ear Plug: Comprehend 3 (Languages), Mental
Communication 1 (Close Range) 10 points
Transsuit: Immunity 9 (Life Support, except for starvation and
thirst) 9 points

Advantages
Attractive, Benefit (Legion Membership), Connected, Defensive
The son of a wealthy industrialist, Dirk gained his powers Attack, Defensive Roll 5, Equipment 6, Power Attack
when he was trapped in a research reactor by one of his fa- Skills
thers employees, Dr. Zaxton Regulus. For some reason, in-
stead of being vaporized when the reactor was activated, Close Combat: Unarmed 5 (+8), Expertise: Earth 5 (+8),
Dirk was given vast solar-generation powers. Taking the Perception 4 (+5), Persuasion 6 (+9), Ranged Combat: Solar Fire
Array 6 (+8), Technology 4 (+7)
name Sun Boy, he was accepted into the Legion during one
of their early open-membership calls. In his spare time, Dirk Offense
studies advanced science at the Metropolis University.
Initiative +3
Personality Solar Fire Blast +8 Ranged, Damage 12
Unarmed +8 Close, Damage 2
Sun Boy is an unrepentant party boy and ladies man, boast-
ing a long list of girlfriends and featured on the list of Earths Defense
most eligible bachelors. He enjoys nothing more than the
fame and celebrity that his position affords him, and yet is the Dodge 13 Fortitude 8
most active and involved Legion member. Parry 8 Toughness 7/2*
Will 8 *Without Defensive Roll.
Powers & Abilities
Power Points
Dirks body contains a reaction similar to the one that occurs
in the center of the sun, enabling him to generate and project Abilities 38 Skills 15
vast amounts of fire and heat. In addition, he is virtually im- Powers 78 Defenses 28
mune to the effects of heat.
Advantages 18 Total 177

Allies Complications

Sun Boy frequently dates Officer GiGi Cusimano, and through MotivationRecognition: Sun Boy likes the fame and adoration
her has a close connection with the Science Police. As a mem- (especially from women) that comes from being a hero.
ber of the Legion in good standing, he is also able to call upon High Powered: Sun Boy has to carefully control his powers
his teammates and their allies should they be needed. for fear of damaging nearby structures exposing others to
dangerous levels of heat.
Enemies
Apart from the huge number of enemies that the Legion has ac- Real Name: Dirk Morgna
crued over the years, Sun Boy has earned the murderous enmity Occupation: Legionnaire Base: Legion HQ
of Dr. Regulus, a disgraced scientist once in his fathers employ.

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Superboy
When Superman was believed killed by Doomsday, Project unusual as his. He can be brash and impetuous, lacking the
Cadmus attempted to replace him with a clone, grown from thoughtful nature of his mentor Superman, but Superboy is
a combination of human DNA and artificially created Krypto- at heart a kind and compassionate young man, determined
nian genes. The resulting Experiment 13 escaped from Cad- to make the people he cares about proud of him and to live
mus and tried to replace Superman on his own. up to the considerable legacy of his namesake.

Superman eventually returned, and Superboy (as he became Powers & Abilities
known) moved to Hawaii, where he was a local hero for a
time. He had further brushes with the experiments of Project Superboy has powers similar to Supermans in many ways,
Cadmus, and dealt with a rogue organization known as the including superhuman strength, speed, invulnerability and
Agenda, which created the clone Match. the power of flight. Superboys powers differ, however, in
that they are only partially Kryptonian in nature. Because it
Superboy was one of the founding members of Young Jus- was necessary to compensate for Superboys human DNA
tice, where he met his friends Robin (Tim Drake), Impulse and and due to the difficulty of cloning a Kryptonian based on
Wonder Girl. He later became one of the first members of a incomplete information, the scientists of Project Cadmus en-
new team of Teen Titans, alongside Robin, Impulse (later Kid hanced Superboys half-Kryptonian heritage with a power he
Flash) and Wonder Girl. He has saved the world on a number calls tactile telekinesis.
of occasions, been to the future and various parallel worlds,
and even died for a thousand years and been reborn. Superboys tactile telekinesis appears to be superhuman
strength (along with invulnerability and flight) but also al-
Superman gave the young man the Kryptonian name Kon- lows him to do some things sheer strength cannot. He can
El and the secret identity of Connor Kent, Clark Kents cous- disassemble machines and other objects he is touching sim-
in, and considers him family. Superboy has worked to live up ply by willing it, extend the protection of his telekinetic field
to the legacy of the Man of Steel, including attending high over someone else, or project force down into the ground to
school in Smallville and living with Martha Kent on the family create a powerful shock wave. He relies less on leverage or
farm. He has his work cut out for himespecially since he physical movement to exert strength.
learned his human DNA came from none other than Super-
mans arch-foe Lex Luthor! Superboy works to be true to his Superboys other powers come from his
heroic heritage and to make his own destiny in the world. Kryptonian DNA and are similar to Su-
permans. They are powered by the
Personality energy of a yellow sun, and in-
Like many young people, Superboy is in
search of who he is, though few young
people have to contend with an origin as

Real Name: Connor Kent, Kon-El (Kryptonian name)


Occupation: Student, hero
Base: Smallville

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Superboy PL12
STR STA AGL DEX FGT INT AWE PRE Skills

15 10 2 2 4 1 2 2 Close Combat: Unarmed 5 (+9), Deception 4 (+6), Insight 4


(+6), Perception 6 (+8), Ranged Combat: Heat Vision 7 (+9)
Powers
Offense
Flight: Array (26 points)
Flight 13 (16,000 MPH) 26 points Initiative +2
Speed 13 (16,000 MPH) 1 point Unarmed +9 Close, Damage 15
Heat Vision: Ranged Damage 12 24 points
Invulnerability: Protection 5, Impervious Toughness 12; Heat Vision +9 Ranged, Damage 12
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)
Defense
22 points
Super-Senses: Senses 7 (Acute and Extended Hearing, Dodge 9 Fortitude 13
Extended Vision 3, Infravision, Ultra-hearing) 7 points Parry 9 Toughness 15
Super-Speed: Quickness 6 6 points
Super-Strength: Enhanced Strength 3, Limited to Lifting Will 11
(Lifting Str18; 6,000 tons) 3 points
Power Points
Tactile Telekinesis: Array (15 points), Alternate Effects of
Strength Damage, Feature 1: Can exert Strength without Abilities 76 Skills 13
moving 1 point Powers 93 Defenses 24
Disassemble: Transform 5 (assembled into disassembled),
Continuous 1 point Advantages 5 Total 211
Shield Others: Protection 15, Affects Others 1 point
Complications
Shockwave: Burst Area Affliction 12, Extra Condition,
Limited Degree (Resisted by Fortitude; Dazed and Identity: Connor Kent, Smallville High School student
Vulnerable, Stunned and Defenseless), Limited (Superboy
Relationship: Connor has been romantically involved with
and targets must be touching the ground) 1 point
Cassie Sandsmark (Wonder Girl).
Advantages Secret: His connection to Lex Luthor sometimes makes
All-out Attack, Extraordinary Effort, Move-by Action, Second Superboy doubt himself.
Chance (Resist mind control), Taunt Weakness: Kryptonite leaves Superboy impaired, disabled
and eventually debilitated in terms of Strength and powers. He
may die after a few minutes of exposure.
clude his heat vision and portions of his strength, speed and
invulnerability.
Tim Drake (Robin) and Cassie Sandsmark (Wonder Girl). Con-
Superboys powers are still maturing along with the rest of nor and Tim are best friends. He and Cassie have a romantic
him. His Extraordinary Effort advantage reflects a knack for relationship, complicated by their heroic callings. Superboy
developing impressive power stunts in times of stress, as has also worked with Supermans cousin, Kara (Supergirl), and
well as coming through at the last minute to snatch victory members of the Legion of Super-Heroes.
from the jaws of defeat. Among other things, Superboy has
displayed the potential for ranged telekinesis, freezing super- Enemies
breath, and the power to adapt his telekinetic field to shield
himself from magic, among other effects. Superboys foes have included King Shark, Silver Sword, the
Silicon Dragons and the Apokoliptian Knockout. He attracted
Allies the paranoid attention of the Scavenger, and dealt with Dab-
ney Donovan and the Evil Factory associated with Cadmus.
Superman is Connors mentor, while Krypto the Super-Dog is He has also encountered twisted versions of himself, includ-
his faithful friend and companion. As a member of the Teen ing the parallel world Black Zero and Match, an upgraded
Titans, Superboy can count them as his friends, particularly clone with similar powers.

The Metropolis Kid


Early in his development, Superboy relied more heavily on his tactile telekinesis, his Kryptonian powers having not yet
fully emerged (perhaps due to limited exposure to Earths yellow sun). At the start of his career, The Metropolis Kid (who
often insisted on being called Superman rather than Superboy) lacked Immunity, Super-Senses, and Super-Speed.
His Protection was Limited to kinetic damage, ineffective against energy attacks like fire or electricity (being largely a
telekinetic effect). He performed most of the powers of his Tactile Telekinesis array as power stunts (although quickly
added Disassemble as a regular Alternate Effect). His skill ranks were also 2 lower in most cases and he lacked the Second
Chance advantage.

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Supergirl now-adult cousin, Superman.
Though she is chronologically
older than Superman, she is
physically and mentally still a
teenager. After training in the
use of her Kryptonian powers
with Wonder Woman and the
Amazons of Themyscira, Kara
took on the mantle and iden-
tity of Supergirl.

Since then, Supergirl has been


reunited with her parents and
had to suffer losing them again:
her father killed by the radioac-
tive mercenary Reactron, her
mother perishing in the de-
struction of New Krypton. She
learned the value of having a
private life among ordinary hu-
mans, and allowed Lana Lang
to introduce her in Metropolis
as her niece, Linda Lang.

Personality
Supergirl is an ordinary teen-
ager in many regards, but has
also seen more than her share
of tragedy. Unlike her cousin,
she was raised on Krypton and
remembers it, making her a
stranger to Earth and human
customs. She has lost both of
her parents, and faced the loss
of her home world again with
the destruction of New Kryp-
ton.

Powers & Abilities


Supergirl has the same Krypto-
nian powers as her cousin: un-
der Earths yellow sun, she has
superhuman strength, speed
and invulnerability, enhanced
senses, and the powers of flight
and heat vision. Some have
commented that Supergirl at
times seems more powerful
than even Superman, but this
Kara is the daughter of Alura and Zor-El, brother to Super- is largely because she has less
mans father, Jor-El. Born in Argo City on Krypton, Kara and trainingand so less restraintusing her powers, whereas
other citizens of Argo survived the planets destruction Superman has spent much of his life learning to keep his
thanks to a powerful force field. Then Brainiac attacked powers under control.
Argo, and Karas parents sent her in a small spacecraft to Supergirl is more likely to cut loose than her cousin, employ-
Earth and safety, telling her to look after her young cousin, ing extra effort or making full use of her Strength or other
Kal-El.

Karas ship was disabled and became trapped inside a kryp-


tonite asteroid while Argo was added to Brainiacs collection
Real Name: Linda Lang;
of cities. The ship placed Kara in suspended animation, allow- Kara Zor-El (Kryptonian name)
ing her to survive until the portion of the asteroid in which Occupation: Student, hero
she was trapped crashed in Gotham City Bay. Recovered and
revived by Batman, Kara revealed her origins to him and her
Base: Metropolis

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Supergirl PL12
STR STA AGL DEX FGT INT AWE PRE Defense

15 10 3 2 4 2 2 3 Dodge 10 Fortitude 12

Powers Parry 10 Toughness 14


Will 12
Flight: Array (30 points)
Flight 15 (64,000 MPH) 30 points Power Points
Speed 15 (64,000 MPH) 1 point
Heat Vision: Ranged Damage 12 24 points Abilities 82 Skills 21
Invulnerability: Protection 4; Impervious Toughness 14; Powers 104 Defenses 25
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum)
Advantages 3 Total 235
23 points
Super-Senses: Senses 15 (Acute and Extended Hearing, Complications
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra-
Hearing, Vision Penetrates Concealment (except lead)) Power Loss: Supergirl loses her powers and her Str and Sta are
15 points reduced to 1 under a red sun, like that of Krypton.
Super-Speed: Quickness 8 8 points Responsibility: Supergirl feels a strong sense of responsibility
Super-Strength: Enhanced Strength 3, Limited to Lifting to use her powers for the benefit of all.
(Lifting Str 18; 6,000 tons) 3 points
Secret Identity: Linda Lang
Advantages Vulnerability: Supergirl is vulnerable to magic. Her Toughness
Defensive Attack, Languages (Kryptonian), Move-by Action is not Impervious against magical attacks.

Skills Supergirl has the same Kryptonian vulnerabilities as her cous-


Close Combat: Unarmed 5 (+9), Expertise: Krypton 10 (+12), in: she loses her powers under the light of a red sun (or when
Perception 8 (+10), Persuasion 6 (+9), Ranged Combat: Heat otherwise cut off from solar energy for a long period) and be-
Vision 8 (+10), Technology 5 (+7) comes weak when exposed to Kryptonite.

Offense
Allies
Initiative +3
Supergirls closest ally is her cousin, Superman, though she
Heat Vision +10 Ranged, Damage 12
can count on other members of her extended family as well,
Unarmed +9 Close, Damage 15 including Superboy. She has been a member of the Teen Ti-
tans and the Legion of Super-Heroes, and worked with the
powers, even in situations where restraint might be more ap- Justice League.
propriate. This can create additional complications for Kara,
playing into her Responsibility complication when she real- Enemies
izes what she has done. Supergirls player is encouraged to
Supergirls most hated foe is Reactron, a radioactive criminal
look for these opportunities, while the Gamemaster should
from Earth responsible for the murder of her father and the de-
award hero points when Supergirls inexperience or lack of
struction of New Krypton. She has encountered a number of
control adds a complication to the overall story.
Supermans long-time foes as well, such as Luthor and Brainiac.

Other Supergirls
Kara is not the only young woman to wear the name and mantle of Supergirl.
Matrix was the creation of a parallel-Earth Lex Luthor, an artificial life-form intended to travel and recruit aid from other
realities against escaped Phantom Zone criminals. She possessed super strength and the ability to fly like Superman, but
was also a psychokinetic and shape-shifter able to take on other appearances or become invisible. Mae lived in Smallville
with the Kents for a time and became a hero in her own right.
Matrix later sacrificed herself to save the life of a young woman named Linda Danvers, merging their physical forms
and essences. This noble sacrifice resulted in the creation of an Earth-born angel who operated as Supergirl for a time,
possessing fiery wings and a shunt Teleport effect. When Matrix and Linda were separated, Linda retained some of
Supergirls powers.

TM

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Superman
Rocketed from the dying planet of Krypton by his parents Clarks secret adventures came to an end when he moved to
Jor-El and Lara, the infant Kal-El was found and adopted by Metropolis to begin working as a reporter at the Daily Planet,
Jonathan and Martha Kent of Smallville, Kansas. They named the perfect place to find out about disasters and crimes as
him Clark and raised him as their own son. they happened. His very public rescue of fellow reporter Lois
Lane splashed his image across front pages and television
The Last Son of Krypton developed amazing powers under screens everywhere. Lois coined the name Superman for
Earths yellow sun. His adoptive parents taught him to use her mysterious rescuer (based on the similarity of his shield
his powers responsibly, so the teenaged Clark Kent helped to the letter S) and scored the first exclusive interview with
people in secret, wearing a colorful costume made from the the Man of Steel, in which he revealed his extraterrestrial ori-
blankets found in his escape rocket and bearing the crest of gins to the world.
the House of El, to conceal his true identity. He also took to
wearing glasses made from the rockets lenses to better sepa- Since then, Superman has been
rate mild-mannered Clark Kent from his costumed alter ego. the favorite son of Metropolis
and become renowned as
the worlds greatest hero,
known throughout the
galaxy and beyond.
He became a found-
ing member of the
Justice League of
America and has
regularly served on
its roster.

Supermans Kryp-
tonian heritage
is preserved in his
arctic Fortress of Soli-
tude, including various
relics and technology from
that vanished world. The For-
tress provides the Man of Steel
with a connection
to his past, a store-
house for dangerous
items and a place
to be alone with his
thoughts.

Personality
Superman is described as the
Big Blue Boy Scout for good reason: he
not only follows the ideals of truth, justice and com-
passion, but lives them. Even when driven to the
edge by foes who have sought to force Superman
to abandon his principles, he has held true to them.

Supermans greatest fault is that he tries to do too


much, and feels keenly responsible for every crisis
and disaster he cannot avert. He leads by example
and is an inspiration to his heroic peers, and genera-
tions of future heroes.

Powers & Abilities


Under a yellow sun like Earths, Supermans Kryptonian
cells absorb solar energy to grant him tremendous strength,
speed and stamina. He is virtually invulnerable and it takes a
massive explosion or similar release of energy to even knock
him off his feet.

Superman can fly and move at super-speed, faster


than the eye can follow. His senses are
greatly enhanced, particularly his
vision and hearing. He can

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Superman PL15
STR STA AGL DEX FGT INT AWE PRE Skills

19 14 2 2 8 2 2 4 Close Combat: Unarmed 3 (+11), Expertise: Farming 4 (+6),


Expertise: Krypton 8 (+10), Expertise: Journalism 10 (+12),
Powers Perception 8 (+10), Persuasion 8 (+12), Ranged Combat: Heat
Flight: Array (30 points) Vision 8 (+10), Technology 3 (+5)
Flight 15 (64,000 MPH) 30 points Offense
Quickness 7, Stacks with Super-Speed; Speed 15 (64,000
MPH) 1 point Initiative +2
Movement 1 (Space Travel 1) 1 point Heat Vision +10 Ranged, Damage 15
Heat Vision: Ranged Damage 15 30 points
Invulnerability: Protection 4; Impervious Toughness 18; Unarmed +11 Close, Damage 19
Immunity 5 (Cold, Heat, Pressure, Radiation, Vacuum) Defense
27 points
Super-Breath: Alternate Effects of Strength Damage (19 points) Dodge 10 Fortitude 15
Cone Area Affliction 9 (Resisted by Fortitude; Hindered, Parry 10 Toughness 18
Immobile, Paralyzed) 1 point
Cone Area Move Object 9, Close Range, Limited to Pushing Will 15
and Pulling 1 point Power Points
Super-Senses: Senses 15 (Acute and Extended Hearing,
Extended Vision 3, Infravision, Microscopic Vision 4, Ultra- Abilities 106 Skills 26
Hearing, Vision Penetrates Concealment (except lead)) Powers 118 Defenses 24
15 points
Super-Speed: Quickness 8 8 points Advantages 15 Total 289
Super-Strength: Enhanced Strength 4, Limited to Lifting Complications
(Lifting Str23; 200,000 tons) 4 points
Power Loss: Superman loses his powers and his Str and Sta
Equipment are reduced to 3 under a red sun, like that of Krypton, and
HQ: Fortress of Solitude 25 points other effects draining or interfering with the energies of the
yellow sun can deprive him of his powers.
Size: Huge Tou: 20 Features: Communications, Computer,
Concealed 3 (+20 DC), Defense System, Hanger, Holding Cells, Relationships: Supermans closest relationship is with his
Infirmary, Isolated, Laboratory, Library, Living Space, Power wife, Lois Lane. Other important people in his life include his
System, Security System mother, Martha Kent, and friends and co-workers Jimmy Olsen,
Perry White and Catherine Cat Grant.
Advantages
Responsibility: Superman feels a strong sense of responsibility
Connected, Equipment 5, Extraordinary Effort, Inspire 3, to use his powers for the benefit of all.
Languages (Kryptonian), Leadership, Power Attack, Seize
Secret Identity: Clark Kent, mild-mannered reporter for the
Initiative, Ultimate Effort (Toughness checks)
Daily Planet.

see and hear over great distances, peer through solid objects Vulnerability: Superman is vulnerable to magic. His Toughness
with his X-ray vision, see in the infrared spectrum and down is not Impervious against magical attacks.
to the microscopic, and hear in the ultrasonic bandwidth. Weakness: Kryptonite (see sidebar).
Superman can project a beam of heat from his eyeshis
ry White and photographer Jimmy Olsen. Superman is widely
heat vision. At the lowest levels, his eyes seem to glow red
respected by the worlds heroes, and a regular member of the
as the object he is looking at heats up. At higher levels, the
Justice League of America.
heat beams are actually visible.
Kal-El also discovered he is not the sole survivor of Krypton.
His super breath is a powerful blast of compressed air, also
There is his cousin, Kara, who joined the family business as
capable of supercooling objects, instantly forming ice from
Supergirl, and the various criminals consigned to the Phan-
moisture in the air.
tom Zone. Theres even Kal-Els childhood pet, Krypto the
The Man of Steel has used various other powers on occasion. Superdog, sent into space in an early test of the rocket that
These are usually temporary abilities acquired by circum- brought Superman to Earth; he was later reunited with his
stance or power stunts of his existing abilities. The Game- beloved master. Superboy is cloned from a combination of
master should handle these as regular power stunts (see DC Supermans DNA and that of his archenemy Lex Luthor, and
Adventures, page 21). considers the Man of Steel his mentor.

Allies
Superman has many friends. After flirting with her for some
Real Name: Clark Joseph Kent,
time, he eventually revealed his true identity to Lois Lane and Kal-El (Kryptonian name)
proposed marriage. Both Clark and Superman are well known Occupation: Journalist Base: Metropolis
to the rest of the staff at the Daily Planet, including editor Per-

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Kryptonite
Supermans greatest weakness is the radioactive remains of his home planet Krypton, known as kryptonite. It comes in
a number of forms:
Green kryptonite is by far the most common. Its radiation saps the Strength and powers of Kryptonians, leaving them
impaired, disabled, and eventually debilitated in terms of Strength and power effects. Long-term exposure (usually a
matter of minutes, less for a large-enough amount) imposes the dying condition and may lead to death. Green kryptonite
radiation has little effect on humans unless they are exposed to it over a long period of time, in which case radiation sick-
ness or related diseases like cancer can result.
Red kryptonite has unpredictable effects on Kryptonians, typically an Affliction, usually with a transformed final result.
This can range from making a subject tiny or giant to turning a Kryptonian into an intangible wraith or ant-headed crea-
ture. The effects wear off in a day or two.
Gold kryptonite temporarily removes Kryptonian powers and reduces their abilities to normal human levels for time
rank 1 (about 15 seconds) or two action rounds. This is often enough time for a foe to take advantage of the momentarily
powerless victim.
Blue kryptonite has no effect on anyone other than Bizarros, who become clear-minded, polite and compassionate
under its effects.
Black kryptonite splits its subject into two aspects of their personality. For example, it might split Kal-El into his Superman
and Clark Kent identities, each a separate individual. It often splits a subject into good and evil personalities.
Silver kryptonite affects Kryptonians like a powerful psychoactive: causing hallucinations, paranoid delusions or similar
unbalanced behavior. A second exposure to silver kryptonite can reverse the effects.
A DC Adventures Gamemaster should feel free to introduce other forms of kryptonite as challenges in the game as desired.
Experiments with existing samples of kryptonite and attempts to synthesize it can have unexpected effects.

Enemies
Superman has garnered a considerable gallery of foes, start-
ing with business magnate Lex Luthor, who considered the
alien hero a threat to his position of most powerful man in
Metropolis and an obstacle to his own considerable ambi-
tions. Luthor has attempted to co-opt or destroy Superman
on numerous occasions, often from behind the faade of
humble philanthropist.

The Man of Steels other enemies include the computer in-


telligence Brainiac, the cyborg Metallo (powered by a piece
of kryptonite for his heart), his imperfect duplicate Bizarro,
and the twisted Toyman, to name a few. Perhaps his most
deadly foe is Doomsday, a living weapon from Kryptons dis-
tant past who once killed Superman in single combat (Kryp-
tonian technology was later able to revive him). His most
powerful enemy is almost certainly the impish Mr. Mxyzptlk,
an inhabitant of the Fifth Dimension who appears to bedevil
Superman from time to time.

Lois Lane
The daughter of General Sam Lane, Lois grew up as an army
brat shuttled around to her fathers various military postings.
Her childhood honed her determination and hard-nosed
edge, which she used to good advantage upon becoming a
journalist.

As a reporter for the Metropolis Daily Planet, Lois already had


a considerable reputation when she first met fellow reporter
Clark Kent, and became famous as the first person publicly
rescued by Superman. Lois father firmly believed aliens like
Superman represented a threat to Earth. This led to General
Lanes involvement in attempts to discredit and destroy Su-
perman.

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Other Supermen
Superman is an iconic character with a very long history. In the DC Universe, he is also a key hero with counterparts on
various parallel Earths. Some of these other Supermen have similar traits but different personal histories, while others
have greater or lesser powers than the Superman described here. Since every DC Adventures game is presumed to take
place in its own unique parallel Earth, feel free to adjust the abilities of the Man of Steel to suit your Superman.

Lois Lane PL3 63 points Jimmy Olsen PL2 38 points


Abilities: Str 0 Sta 1 Agl 1 Dex 2 Fgt 2 Int 2 Awe 2 Pre 3 Abilities: Str 0 Sta 1 Agl 0 Dex 1 Fgt 1 Int 2 Awe 2 Pre 2
Advantages: Connected, Contacts, Improved Trip, Well-informed Equipment: Signal watch (Feature 1 (Ultrasonic signal))
Skills: Athletics 3 (+4), Close Combat: Unarmed 3 (+5), Advantages: Contacts, Equipment, Luck
Deception 4 (+7), Expertise: Journalism 11 (+13), Insight 6
Skills: Expertise: Photography 9 (+11), Insight 4 (+6),
(+8), Investigation 4 (+6), Perception 4 (+6), Persuasion 4 (+7),
Investigation 2 (+4), Perception 4 (+6), Stealth 2 (+2),
Stealth 4 (+5), Technology 2 (+4), Vehicles 3 (+5)
Technology 1 (+3)
Offense: Initiative +1, Attack +5 (Close, Damage 0)
Offense: Initiative +0, Attack +1 (Close, Damage 0)
Defense: Dodge 5, Parry 4, Fortitude 3, Toughness 1, Will 3
Defense: Dodge 3, Parry 3, Fortitude 2, Toughness 1, Will 2
Totals: Abilities 26 + Powers 0 + Advantages 4 + Skills 24 +
Totals: Abilities 18 + Powers 0 + Advantages 3 + Skills 11 +
Defenses 9 = Total 63
Defenses 6 = Total 38
After a long and friendly rivalry, Lois and Clark dated and be-
came romantically involved. Clark revealed to her that he was
Superman before proposing marriage. Since then, Lois and
Clarks marriage has had its share of difficulties, but their rela-
tionship remains strong.

Jimmy Olsen
James Bartholomew Olsen got his start at the Daily Planet
as a copy boy, idolizing the work of reporters like Lois Lane.
Eventually, Jimmy worked his way up to cub reporter and
freelance photographer working for the Planet. During this
time he became acquainted with Superman, and was the
first photographer to capture the Man of Steels picture for
the press. That earned Jimmy a staff job at the Planet and the
nickname Supermans Pal.

More than any of the Man of Steels other friends, Jimmy has
been through his share of dangers and strange transforma-
tions. In the end, he always returns to his normal, level-head-
ed self. For those times when Jimmy gets in over his head, he
has an ultrasonic signal watch able to alert Superman of the
danger and his whereabouts.

The Kents
As a young married couple in Smallville, Jonathan and Mar-
tha Kent were driving home to their family farm when they
were witness to the arrival of the escape rocket carrying the
infant Kal-El. Finding a helpless baby inside the rocket ship,
Martha Kent immediately was taken with him. The Kents de-
cided to adopt the boy, and named him Clark in honor of
Marthas maiden name.

Ma and Pa Kent had a considerable influence on young Clark


as he matured, teaching him their values and, later, as his
Kryptonian powers began to emerge, teaching him restraint
and responsibility. They helped Clark conceal the truth about
his origins, providing him with glasses made from lens from
his rocket and later a costume made from blankets found in
his ship, including his Kryptonian family crest.

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Jonathan Kent PL2 33 points
Abilities: Str 0 Sta 1 Agl 0 Dex 1 Fgt 2 Int 1 Awe 2 Pre 2
Skills: Expertise: Farming 8 (+9), Insight 4 (+6), Perception 4
(+6), Persuasion 4 (+6)
Offense: Initiative +0, Attack +2 (Close, Damage 0)
Defense: Dodge 2, Parry 3, Fortitude 2, Toughness 1, Will 2
Totals: Abilities 18 + Powers 0 + Advantages 0 + Skills 10 +
Defenses 5 = Total 33

Martha Kent PL2 28 points


Abilities: Str 1 Sta 0 Agl 0 Dex 1 Fgt 0 Int 1 Awe 2 Pre 2
Skills: Expertise: Farming 6 (+7), Insight 6 (+8), Perception 5
(+7), Persuasion 5 (+7), Technology 2 (+3)
Offense: Initiative +0, Attack +0 (Close, Damage -1)
Defense: Dodge 2, Parry 2, Fortitude 1, Toughness 0, Will 3
Totals: Abilities 10 + Powers 0 + Advantages 0 + Skills 12 +
Defenses 6 = Total 28

The Kents remained a part of their sons life after he left Small-
ville to travel the world and eventually adopt the public per-
sona of Superman. Jonathan Kent suffered a fatal heart attack
during Brainiacs attack on the Kent farm, an attack made in
retribution for Supermans defeat of the alien android. Martha
Kent still lives on the farm in Smallville with Connor Kent (Su-
perboy) and Clarks dog, Krypto.

Swamp Thing
Alec Holland, a brilliant plant biologist, was working alone in Real Name: None, formerly Alec Holland
the Louisiana swamps on a bio-restorative formula designed
to turn deserts into lush forests. In an effort to steal the for- Occupation: Plant elemental
mula, rivals planted a bomb in Hollands lab. Covered with Base: Houma, LA
burning chemicals from the explosion, Dr. Holland ran from
the lab before collapsing into the waters of the swamp.

From where Alec Holland fell, a humanoid form made up of Personality


swamp plants arose. Initially, the Swamp Thing (as it was
known) thought it was Alec Holland, transformed by the bio- Swamp Thing is a kind and gentle soul at heart, but still has
restorative formula and the explosion. In fact, the Swamp many of the memories and feelings of the man Alec Holland.
Thing later learned that Alec Hollands deathdeath by He is sometimes caught between his human and elemental
fire and burial in the swampwas merely part of an ages- natures and their conflicting tendencies. He is fiercely pro-
old process to create a mystical plant elemental. Holland tective of those he cares about, as well as the environment
was the physical template, and the Swamp Thing possessed and the Green as a whole, but also understands the value and
some of his memories and personality, but it was a new en- potential of human life and has opposed efforts to limit or
tity. Other plant elementals have existed throughout history, wipe out humanity. He prefers peaceful solutions, but will not
many eventually retiring to become a part of the Parliament hesitate to use force if necessary.
of Trees, their minds and spirits active in the Green (the col-
Powers & Abilities
lective essence of all plant life) while their physical forms be-
come rooted. The Swamp Thing is a plant elemental, technically a disem-
bodied spirit capable of inhabiting plant life and creating a
Dwelling in the swamps of Houma, Louisiana, the Swamp
humanoid body for himself out of plants. His inhuman nature
Thing became a protector against various forcesmystical,
makes Swamp Thing extraordinary strong and resistant to
infernal, and mortalthat threatened the Earth. He clashed
harm. His Immunity effect makes him immune to the same
with Anton Arcane, and met and fell in love with Arcanes
things as plants; thus Swamp Thing isnt affected by diseases,
niece Abigail. After many challenges, the couple was eventu-
toxins or other hazards that affect animal life. Likewise he
ally married.

220 Heroes & Villains, Vol. 2


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Swamp Thing PL15
STR STA AGL DEX FGT INT AWE PRE Defense

9 15 0 0 2 4 7 5 Dodge 8 Fortitude 15

Powers Parry 8 Toughness 15


Will 15
Plant Control: Array (45 points)
Control Plants: Burst Area Move Object 15 45 points Power Points
Entangling Plants: Ranged Burst Area Affliction 15
(Resisted by Dodge; Hindered and Vulnerable, Immobile Abilities 84 Skills 15
and Defenseless), Extra Condition, Limited Degree 1 point Powers 155 Defenses 22
Plant Growth: Environment 15 (Impede Movement 1,
Advantages 3 Total 279
Visibility 1, Continuous) 1 point
Plant Elemental: Immortality 19; Immunity 10 (see Powers & Complications
Abilities); Impervious Toughness 12 60 points
Sense the Green: Senses 3 (Environmental Awareness, Acute, Elemental: A mystic elemental, Swamp Thing has a
Analytical) 3 points responsibility to the Green.
Travel Through the Green: Teleport 14 (Accurate, Easy; Plant: Swamp Thing is made up of plants and is affected by
Limited to Extended, Medium: Plants); Space Travel 3 anything that affects plants.
(Medium: Plants) 45 points
Relationship: Swamp Thing has a wife (Abby) and a daughter
Advantages (Tfe).
Favored Environment (When surrounded by plant life),
Improved Hold, Plant Empathy*
*As Animal Empathy, but with plants.

Skills
Close Combat: Unarmed 6 (+8), Expertise: The Green 12 (+16),
Insight 4 (+11), Perception 8 (+15)

Offense
Initiative +0
Entangling Plants Ranged, Burst Area Affliction 15,
Dodge DC 25
Unarmed +8 Close, Damage 9

doesnt need oxygen to breathe, but does need carbon diox-


ide. His plant complication likewise makes him vulnerable to
the same things as plants.

He can control the growth of plants and animate and control


them. The Swamp Things spirit form can travel anywhere
there is plant life, reconstituting a body out of the plants
at his destination, even on other planets with plant life
(and, occasionally, other time periods). This is how he tele-
ports and is also the source of his Immortality (if his body
is destroyed, he can just make another one). He sometimes
exercises the bio-chemical abilities of plants to produce
scents, pollens or even fruits with specific properties, from
influencing insect life to causing allergic reactions or even
introducing psychotropics into someones system. Most of
these abilities are power stunts of the Swamp Things Plant
Control array.

Allies
Swamp Things greatest ally and confidant is his wife, Abby,
who has helped to nurture his human qualities and empathy.
He also learned a great deal from occultist John Constantine,
though Swamp Thing is justifiably wary of Constantines mo-
tives. Much of Earths mystical community knows of Swamp
Thing and respects his power, and many of them have en-
countered him.

Heroes & Villains, Vol. 2 221


Andre Nutter (order #3338244) 1
Enemies
Abby Holland PL4 63 points
Swamp Things greatest foe is Abbys uncle, Anton Arcane, a
mad scientist and occultist known for twisting life in all man- Abilities: Str 0 Sta 2 Agl 1 Dex 1 Fgt 1 Int 3 Awe 5 Pre 4
ner of unnatural ways. He is responsible for the creation of the Powers: Empathy (Senses 2 (Detect Emotions, Ranged));
Un-Men, nightmare hybrids of flesh, as well as the freakish Telekinesis (Move Object 1, Unreliable); Telepathy (Mind
Patchwork Man. Not even imprisonment in Hell has been able Reading 1)
to bar Arcane entirely from interfering with the natural world. Advantages: Animal Empathy, Attractive, Plant Empathy*
Swamp Thing has faced various threats to Earth and human- Skills: Athletics 3 (+3), Close Combat: Unarmed 2 (+3), Insight
ity, from the corrupt Sunderland Corporation to the menace 8 (+13), Perception 5 (+10), Persuasion 4 (+8), Treatment 2 (+5)
of the Grey, the alien fungal intelligence that attempted to Offense: Initiative +1, Unarmed +3 (Close, Damage 0)
invade the Green.
Defense: Dodge 5, Parry 5, Fortitude 3, Toughness 2, Will 5

Abby Holland Totals: Abilities 34 + Powers 5 + Advantages 3 + Skills 12 +


Defenses 9 = Total 63

Swamp Things wife Abby was born to the Arcane family in Over the years, Abby followed Swamp Thing and encoun-
Europe, heir to certain psychic potentials. Her mother was tered him in various places. She married American govern-
killed for practicing witchcraft when Abby was only an infant ment agent Matthew Cable, but her attraction to Alec grew
and she was raised by her father Gregori and her uncle Anton. as her marriage deteriorated. After Matt was possessed by
She first encountered Swamp Thing as a teenager, when he Anton Arcanes spirit and sacrificed himself to save Abby, she
saved her from the destruction of Castle Arcane. and Alec grew closer and eventually married.

T.O. Morrow
As his adopted name suggests, T.O. Morrow has always been An admiring rivalry with Professor Ivo eventually led to a bick-
preoccupied with the future., Morrow used his phenomenally ering partnership, and yielded still more wondrous androids
gifted mind to develop a machine capable of viewing events like Tomorrow Woman and Red Volcano. Morrows skills also
a century hence, and embarked on a criminal career using brought him to Intergang and Chang Tzus attention, and he
devices copied from the future. Despite defeats by the JLA, became one of the scientists kidnapped to Oolong Island and
Morrows capabilities grew, and eventually he was able to known as the Science Squad. More recently, his accomplish-
reach through time to steal advanced technology. In time, the ments prompted the Secret Society of Super-Villains to create
knowledge he gained from the future produced his crowning the monstrous creature Genocide, much to the Polish-born
achievement: the android hero Red Tornado, intended as an Morrows regret.
instrument of revenge against the JLA.
Personality
Despite his villainous pursuits, Morrow remains surprisingly
likeable, as proven by his friendship with Dr. Will Magnus.

Powers & Abilities


Morrow is a scientific and technical genius, particularly in
constructing androids. Using his Super-Computer, Future-
Vision Set, and Fourth-Dimensional Grapple Beam, he steals a
variety of futuristic gadgets for criminal use.

Allies
Morrow occasionally partners with Prof. Ivo, and was part of
both Oolong Islands Science Squad and the Secret Society of
Super-Villains.

Enemies
The Justice League of America is a long-time foe of T.O. Mor-
row.

Real Name: Tomek Ovadya Morah


Occupation: Criminal scientist
Base: Mobile

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T.O. Morrow PL11
STR STA AGL DEX FGT INT AWE PRE Power Points

0 1 0 1 0 8 5 1 Abilities 32 Skills 22

Powers Powers 46 Defenses 28


Advantages 73 Total 201
Fourth-Dimensional Grapple Beam: Perception Range
Teleport 10, Attack (Resisted by Dodge), Dimensional 1 (100 Complications
years forward in time), Increased Mass 4, Easily Removable
(18 points) 27 points Obsession: The future fascinates Morrow foremost, followed
Future-Vision Set: Remote Sensing 22 (Visual), Dimensional 1 closely by the power its technology brings him.
(100 years forward in time), Subtle 2, Easily Removable (10 Rivalry: Even when they are working as partners, Morrow
points), Uncontrolled 15 points seeks to upstage Prof. Ivos robotics skill.
Super-Computer: Senses 12 (Precognition, Extended 7,
Radius), Easily Removable (2 points), Uncontrolled 4 points
Typical Morrow Android PL11 Minion 105 points
Advantages
Abilities: Str 9 Sta Agl 4 Dex 4 Fgt 4 Int Awe 0 Pre
Benefit 2 (Independently Wealthy), Defensive Roll 2, Improvised
Tools, Inventor, Minion 66 (Six PL11 Androids), Ultimate Effort Powers: Armor (Protection 10), Futurenergy Gun (Array (51
(Expertise: Androids) points), Easily Removable (16 points): Drain Futurenergy
(Ranged Transform 9 (Sentient beings into a near-death state),
Skills Accurate 3, Continuous, Reversible), AE: Paralyzing Bubbles
(Ranged Affliction 9 (Resisted by Fortitude; Dazed, Hindered
Close Combat: Unarmed 3 (+3), Deception 5 (+6), Expertise:
and Impaired, Defenseless, Immobile and Stunned), Accurate 3,
Androids 8 (+16), Expertise: Science 6 (+14), Insight 4 (+9),
Extra Condition 2, Multiattack, Reversible, Limited Degree), AE:
Persuasion 5 (+6), Ranged Combat: Energy Weapons 3 (+4),
Atomic-Cloud Ray (Ranged Transform 9 (Matter into vapor),
Technology 10 (+18)
Accurate 3, Reversible)); Immunity 30 (Fortitude Effects)
Offense Advantages: Improved Aim
Initiative +1 Skills: Close Combat: Unarmed 7 (+11), Ranged Combat:
Unarmed +3 Close, Damage 1 Energy Weapons 3 (+7)
Offense: Initiative +4, Futurenergy Gun +13 (Ranged, Affliction
Defense 9), Unarmed +11 (Close, Damage 9)
Dodge 8 Fortitude 7 Defense: Dodge 12, Parry 12, Fortitude Immune, Toughness
Parry 8 Toughness 3/1* 10, Will Immune
Will 11 *Without Defensive Roll. Totals: Abilities 12 + Powers 71 + Advantages 1 + Skills 5 +
Defenses 16 = 105

Time Passages
Morrow sometimes chooses human thugs with futuristic weapons instead of androids, allowing the Gamemaster to real-
locate his Minion points. In his first appearance, Morrow could only copy the advanced technology he saw on his Future-
Vision Set, and instead of his listed Powers employed a Duplicating Machine: Summon 15, Heroic, Multiple Minions 2,
Variable Type (Duplicates), Easily Removable (48 points), Resistible by Dodge.

Tattooed Man
U.S. Marine Mark Richards was missing in action and pre-
Personality
sumed dead after his helicopter crashed. He showed up a few
years later in Gotham City as a hit man, his body covered in Tattooed Man is a guy doing the wrong things for the right
tattoos he could bring to life. He claimed that by taking on reasons, or so he thinks. His tattoos redeem the sins of
the sins of others, he was redeeming those he killed. those he kills, but he finds himself in circumstances in which
he is a bad guy doing bad things to guys even worse than
The Tattooed Man worked for Morgaine le Feys Dream-
him.
bound and later sided with the Justice League against Dark-
seid. He attempted to be a hero in his old Washington D.C. Powers & Abilities
neighborhood of Liberty Hill, fighting both local gangs and
corrupt cops. He later joined Deathstroke the Terminators The Tattooed Man can bring to life the various tattoos cover-
new team of mercenary Titans, in order to track down Slip- ing his body, summoning creatures that look like the tattoos
knot, his sons killer. to do his bidding. Richards claims his tattoos are creations of

Heroes & Villains, Vol. 2 223


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Tattooed Man PL11
STR STA AGL DEX FGT INT AWE PRE
3 3 1 2 6 0 1 1
Powers
Animated Tattoos: Summon 6 (Four 90-point minions),
Active, Broad Type (His tattoos), Controlled, Mental Link,
Multiple Minions 2 61 points

Advantages
Defensive Roll 4, Extraordinary Effort, Seize Initiative

Skills
Athletics 4 (+7), Close Combat: Unarmed 3 (+9), Expertise:
Military 8 (+8), Insight 4 (+5), Perception 4 (+5), Ranged Combat:
Guns 6 (+8), Stealth 4 (+5), Treatment 2 (+2), Vehicles 3 (+5)

Offense
Initiative +1
Unarmed +9 Close, Damage 3

Defense
Dodge 8 Fortitude 9
Parry 8 Toughness 7/3*
Will 9 *Without Defensive Roll.

Power Points
Abilities 34 Skills 19
Powers 61 Defenses 23
Advantages 6 Total 143

Complications
Enemy: Mark has fought his brother Levon, who goes by Sync
and has mind-control powers.
Outside the Law: Despite his best efforts to be a hero, Tattooed
Man ends up working outside the law against the authorities.
Relationships: Tattooed Man has a family to care for; his wife
Michelle, daughter Laurel, and sister-in-law Regina.

the art of sin-grafting he learned in the nation of Modora, and various beasts. A substantial portion of Tattooed Mans
and represent the sins of all of the people he has killed. power level is actually that of his tattoos; without them hes a
If he hasnt already summoned some tattoo creatures before skilled soldier, but not much more.
combat starts, he uses his Seize Initiative advantage to sum- Tattooed Man does not have any movement powers, but may
mon them before the heroes can act. The Gamemaster should summon a flying creature to carry him quickly, or even catch
award the players a hero point when he does this (since Tat- him while falling.
tooed Man, like other Gamemaster characters, does not have
or spend hero points). Allies
His Summon effect is fairly broad in nature, though the Tattooed Man has been a member of the Secret Society and
Gamemaster may wish to design in advance various tattoo works with Deathstrokes team of mercenaries. He has also
creatures for the Tattooed Man to summon, using the infor- sided with the Justice League against Darkseid, and is some-
mation in the Appendix of this book. He can call up every- times torn between his criminal career and his desire to do
thing from an armed samurai warrior to demons, dragons some good.

Enemies
Real Name: Mark Richards Tattooed Mans foes include Green Lantern and Batman, and
Occupation: Former U.S. Marine, mercenary his own brother Sync, who has mind-control powers. The
Base: Mobile mercenary criminal Slipknot murdered Marks son and he has
sworn to track him down.

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Teen Titans
Also known as the Titans, New Teen Ti-
tans, or New Titans depending on the
time and membership, this team was
created by the first Robin, Aqualad
and Kid Flash as the Junior Justice
League. The founders later rejoined as
the Teen Titans alongside the original
Wonder Girl and the first Speedy, both
of whom were recruited during the
young teams first mission. Despite Mal
Duncans lack of powers, he impressed
the team with his courage and also
was asked to join, though he was not
a frontline member.

The original team broke up after fac-


ing a variety of villains, including Dr.
Light I, the Gargoyle, the Mad Mod,
and the demonic Moonlings, while
also making a number of allies, such
as their sometime-patron, Loren Jupi-
ter, the original Hawk and Dove, Lilith
and Beast Boy. The Teen Titans would
soon band together again when Dr.
Light broke into Titans Lair to send a
false distress signal. The team would
have been defeated if Mal had not
saved the day by becoming the Her-
ald.

Afterward, the Teen Titans moved to


Long Island and took on Bumblebee
and Duela Dent as new members. Lilith
soon formed a team of her own, Titans
West, comprised of herself, Beast Boy,
Flamebird, Golden Eagle, and Hawk
and Dove, but it didnt last very long.
Favoring their individual interests and
needs, the Teen Titans likewise shortly
disbanded.

The New Teen Titans would come


together when Raven used dreams
to gather heroes to aid her against
her demonic father, Trigon. This new
team of Robin, Changeling, Cyborg,
Kid Flash, Raven, Wonder Girl and
Starfire later took on another mem-
ber, Terra, following a battle against
Deathstroke. Tragically, Terra was a double agent who aided Blackfire, organized crime families, Mento and Cheshire (de-
Deathstroke in capturing the Titans, but she was killed when spite having a child with Red Arrow).
she wrathfully destroyed the H.I.V.E. complex the heroes
were held in. Robin evolved into Nightwing and Kid Flash During this hiatus, the Atom led an all-new Teen Titans after
would leave during this time, with Jericho coming aboard reverting to a teenager following Zero Hour and rescuing the
to flesh out the roster. other new members from their alien prison upon Titan. Led by
Atom, the genetically modified Argent, Joto, Prsym and Risk
As the teams adventures continued, they took on a number found a home in Loren Jupiters Solar Tower, having accepted
of new members, including Baby Wildebeest, Damage, Danny the billionaires offer of support. Fringe, another alien experi-
Chase, Green Lantern, Impulse, Matrix/Supergirl, Minion, Pan- ment, would also join the team after being rescued from the
tha, Phantasm, Red Star, and (pre-Ravager) Rose Wilson. The Veil, a group that hunted aliens. Despite Arsenals mentorship
team also began their long-standing relationship with S.T.A.R. and Captain Marvel, Jr.s signing on, the team fell apart when Ju-
Labs during this time. The (New) Teen Titans encountered a piter withdrew his support in the wake of Jotos apparent death.
wide range of foes before once again going their separate
ways, not the least of which were Dr. Light, the Fearsome Five, Yet another incarnation, the Titans, arose from the ashes as
H.I.V.E., Deathstroke, the Brotherhood of Evil, Brother Blood, former members Argent, Arsenal, Changeling, Cyborg, Dam-

Heroes & Villains, Vol. 2 225


Andre Nutter (order #3338244) 1
Base: San Francisco (Titans Tower)
Current Members: Aquagirl, Beast Boy (see Vol. 1), Blue Beetle (Jaime Reyes) (see Vol. 1), Bombshell,
Kid Flash (see Vol. 1), Miss Martian, Raven, Superboy, Wonder Girl
Former Members: Anima, Argent, Arsenal (as Speedy), Atom (Ray Palmer) (see Vol. 1), Azrael, Baby Wildebeest,
Bumblebee, Bushido, Captain Marvel Junior/CM3 (see Vol. 1), Chris King (with the H Dial), Cyborg (see Vol. 1),
Damage (see Vol. 1), Danny Chase, Donna Troy, Dove (Don Hall), Dove (Dawn Granger) (see Vol. 1), Duela Dent, Enigma,
Epsilon, Flamebird, Flash (as Kid Flash; Wally West, see Vol I), Fringe, Gnarrk, Golden Eagle, Green Lantern
(Kyle Rayner) (see Vol. 1), Hawk (Holly Granger), Hawk (Hank Hall) (see Vol. 1), Hero Cruz, Hot Spot, Jericho
(see Vol. 1), Jesse Quick (see Vol. 1), Kid Devil/Red Devil, Kid Eternity, Kole, Lagoon Boy, Lilith/Omen,
Matrix/Supergirl (Linda Danvers), Little Barda, Loren Jupiter (funding), Mal Duncan (aka Guardian, Herald,
Hornblower, Vox), Marvin White (caretaker), Ms, Menos, Minion, Mirage, Molecule, Nightwing (as Robin),
Offspring, Osiris (see Vol. 1), Pantha, Phantasm, Powerboy, Protector (honorary), Prysm, Ravager, Raven,
Red Star, Risk, Robin (Jason Todd), Robin (Tim Drake), Son of Vulcan (aka Vulcan), Starfire, Supergirl,
Talon (Tim Drake from an alternate Earth), Tempest (as Aqualad) (see Vol. 1), Terra (various incarnations),
Traci Thirteen (potential), Tula (honorary), Young Frankenstein, Wendy Harris (caretaker), Zatara
Headquarters: Titans Tower II (New York), Titans Tower III (San Francisco), previously Gabriels Horn, Solar Tower,
Titans Compound, Titans Lair, Titans Liberty Island Base, Titans Tower I (New York City), the USS Argus
Vehicles: Skycycle (original), T-Barge (original), T-Helicopter (original), T-Jet (original), T-Jet (current),
T-Submarine (original), T-Submarine (current), T-Wing (current)

age, Flash, Nightwing, Tempest, Troia and Starfire, along with erased, however, when Wonder Girl kissed Robin, creating an
new member Jesse Quick, banded together yet again. Nigh- event the futures Tim Drake never experienced.
twing shortly disbanded this team and Young Justice alike
after a rogue Superman robot killed Donna and Lilith, but an- Clock Kings Terror Titans did not allow the team any rest
other Outsiders lineup and a new team of Titans would arise when the former made their first appearance in an assault on
from this heartbreak. San Franciscos tower in an effort to kidnap Titans to brain-
wash and use in the Dark Side Club, an illegal, metahuman
Consisting of former Titans Beast Boy, Cyborg and Starfire gladiatorial arena. The Teen Titans turned the tables and
alongside Young Justice members Kid Flash/Impulse (Bart), helped free the Clubs other captives who, though apprecia-
Robin (Tim), Superboy (Connor) and Wonder Girl (Cassan- tive, largely refused a subsequent offer to join the team.
dra), the team moved to San Francisco. Jericho became
their first challenge when the former Titan returned while Yet another roster shake up followed these events with Mar-
possessing his fathers body. Using Deathstrokes combat vin Harris death, along with Robin and Miss Martian both
prowess, Jericho sought to prove that tragedy could be the leaving for personal reasons. Aquagirl, a reformed Bombshell
only result of kids playing the role of super hero, but he was and Kid Eternity stepped in to fill the gap, but the team was
defeated and his persona downloaded and trapped within yet again struck by tragedy with the deaths of Kid Eternity
a computer drive. and Red Devil. Her confidence shaken by recent events, Won-
der Girl questioned her ability to lead, especially once Beast
This latest roster received a shake up following a number of Boy returned to the team, but Cyborg helped her regain her
trials, including the Infinite Crisis, a jaunt to the future to op- sense of purpose in time to defend Titans Tower during Black-
pose the Fatal Five-Hundred (see Vol. 1), a clash with a newly est Night despite Hawk (Holly Granger) being killed by the
restored Dr. Light, and the teams deadly battle with Super- Black Lantern, Hank Hall.
boy-Prime in Bldhaven. More than twenty new members
came and went over the following year, during which time The current team, led by Wonder Girl, has recently been bol-
the comatose Cyborg underwent constant repairs, Kid Flash stered by Kid Flashs and Superboys return from the dead,
fully assumed Flashs legacy, and Raven returned from the though it seems more members may be leaving soon to pur-
dead thanks to Brother Blood. When Deathstrokes Titans East sue their own agendasincluding lives sidetracked by their
attacked, Duela Dent and Batgirl switched teams, allowing time spent as super heroes.
the Titans to triumph, though neither stuck around.
HQ: Gabriels Horn 9 points
As if an allegory for the Teen Titans constant doubts about Size: Medium Tou: 8 Features: Communications, Computer,
themselves as teen heroes, the team soon after faced their Fire Prevention System, Infirmary, Power System, Secret,
adult selves in the form of the Titans of Tomorrow. These Ti- Security System
tans came from a future where they ruled the western United
States with the twisted goal of protecting people, from them- A former Long Island disco, Mal Duncan and Bumblebee kept
selves if need be, no matter the cost. This future timeline was the Teen Titans second headquarters open as a dance club for
some time after the team disbanded yet again.

226 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Teen Titan Variations
Terror Titans
Formed by Clock King to battle the Teen Titans, members include a teen version of Copperhead, Disruptor, Dreadbolt,
and the present, female Persuader. Ravager was also a member but quit after becoming disgusted with their methods
and goals.

Titans
Formed by many of the older (and former) Teen Titans to battle Trigons offspring following the death of Power Boy, member-
ship includes Beast Boy, Cyborg, Donna Troy, Flash (Wally West), Nightwing, Raven, Red Arrow and Starfire. Nightwing has
since left the team to deal with Bat family issues occurring in Gotham and Beast Boy has returned to the Teen Titans.

Titans East/Titans L.A.


Several teams have used this name.
Deathstroke formed a team under this moniker as a counterpoint to the Teen Titans, selecting his members from people
who had bones to pick with the teenage heroes. Membership included Deathstroke (see Vol. 1) as leader, Batgirl II (see
Vol. 1), Bombshell, Duela Dent (aka Jokers daughter), Enigma (aka Riddlers daughter), Inertia (a clone of Bart Allen), Kid
Crusader, Match (a Superboy clone), Risk (who was embittered by losing his arm fighting Superman-Prime), and Sun Girl.
A version of Cyborg from the future led a team with this name back in time to help the current Teen Titans against their own
misguided, future selves. Aside from himself, Cyborg 2.0s version of the team included older versions of Batwoman (Bette
Kane, formerly Flamebird), Bumblebee, Captain Marvel (Freddy Freeman, see Vol. 1), Flash (Bart Allen, see Vol. 1), Ravager
and Terra (Tara Markov).
The current Cyborg also attempted to create a new team to deal with trouble on the East Coast, but they were attacked
during a training mission by what is believed to be Trigons offspring. Powerboy was killed and the rest of the team seriously
injured. Membership included Cyborg, Anima, Hawk and Dove, Lagoon Boy, Little Barda, Powerboy and Son of Vulcan.

Titans West
Formed by Lilith, this was a loosely affiliated team without a headquarters. Its membership consisted of Beast Boy, Flame-
bird, Golden Eagle, Hawk and Dove and Lilith. The team didnt last long and disbanded over a lack of focus and leadership.

HQ: Solar Tower 13 points The first teams original headquarters, the Lair was a single-
level subterranean location located near Gotham City River
Size: Huge Tou: 10 Features: Combat Simulator,
Communications, Computer, Fire Prevention System, Gym,
(with river access for Aqualad), and was probably funded by
Living Space, Secret, Security System Bruce Wayne through Wayne Enterprises. The equipment was
rather limited but served their needs. Titans Lair was aban-
Provided by Loren Jupiter for Atoms team, gilded Solar Tower doned once Dr. Light I discovered its location.
was the seat of Jupiters business concerns in Metropolis. The
buildings center ten floors were occupied by the team while HQ: Titans Liberty Island Base 18 points
the rest housed normal businesses. Knockout Video on the
Size: Large Tou: 10 Features: Communications, Computer,
main floor acted as a cover for the teams comings and goings.
Dock, Fire Prevention System, Garage, Grounds, Gym, Hangar,
Living Space, Personnel, Power System, Secret, Security
HQ: Titans Compound 21 points System; Argus Feed (Senses 1 (Communication Link, Subtle))
Size: Large Tou: 10 Features: Communications, Computer, One of the New Titans two bases during their work with the
Concealed, Fire Prevention System, Garage, Grounds, Gym, government, their Liberty Island Base was an old, converted
Hangar, Infirmary, Laboratory, Living Space, Power System,
train station in Liberty Island Park, NJ, across the river from
Security System 2 (DC 25), Self-Repairing, VR Computer
Manhattan. The base was fitted with a communications feed
Interface (Feature), Workshop
from the Argus, allowing ground-based Titans access to the
Rebuilt by Cyborg on the original Titans Island in the East satellites spy coverage. The facility was abandoned once the
River for the Titans East before their tragedy, it has since be- New Titans disbanded and left their government employers.
come occupied by the Titans. The compound is an apparently
simple two-story, T-shaped building built on the rivers edge, HQ: USS Argus 16 points
but it is actually a state-of-the-art facility. Size: Large Tou: 10 Features: Communications, Computer, Fire
Prevention System, Gym (swimming sphere), Hangar, Holding
HQ: Titans Lair 10 points Cells, Isolated, Laboratory, Living Space, Power System, Security
System; Liberty Island Feed (Senses 1 (Communication Link,
Size: Large Tou: 10 Features: Communications, Garage, Gym,
Subtle))
Hangar, Power System, Security System

Heroes & Villains, Vol. 2 227


Andre Nutter (order #3338244) 1
other things) a pool, dance floor, numerous labs, a computer
The S.T.A.R. Kilotrax provided by S.T.A.R. Labs, a lounge and living quarters.
The S.T.A.R. Kilotrax computer system was the artifi-
cial brain of the original Titans Tower. The computer HQ: Titans Tower II (New York) 21 points
handles most of the towers normal operations, Size: Gargantuan Tou: 12 Features: Communications,
including securing access to the buildings facilities Computer, Concealed, Dock, Fire Prevention System, Garage,
and monitoring any environmental abnormalities. It Grounds, Gym, Hangar, Infirmary, Laboratory, Living Space,
can also assist with scientific, forensic and engineering Power System, Security System, Workshop; Tower Projection
matters. Access terminals are provided throughout the (Feature, Limit: Disappears if Base Loses Power))
tower.
Learning from mistakes made in building the first tower, Cy-
An upgraded version of the Kilotrax software is identical borg designed Titans Tower II to be more resistant to attack.
to the original except it does not have a physical form, The base is built entirely underground, with the above-
and thus no Growth power or Toughness (reducing a ground T-shaped tower actually a hologram intended to
software copy to 42 points). draw enemy fire while leaving the New Titans facility intact.
The facility included many improvements such as an au-
S.T.A.R. Kilotrax PL4 Minion 75 points tomated infirmary, and the Titans often hosted numerous
guests along with the team members. One guest, Epsilon,
Abilities: Str Sta Agl Dex Fgt Int 4 Awe 2 Pre 0 turned out to be possessed, and when the true personality
Powers: Computer (Comprehend 4 (Languages; Speak, broke through Epsilon went on a rampage, destroying the
Understand; Machines), Growth 8 (Innate, Permanent), base from within. It was not rebuilt before the New Titans
Immunity 30 (Fortitude Effects)); Tower Sensors (Remote disbanded again.
Sensing 9 (Auditory, Visual, Simultaneous, Medium (Titan
Tower Senses)), Senses 1 (Communications Link (Titans HQ: Titans Tower III (San Francisco) 22 points
Tower)); Upload Copy (Immortality 12 (Medium (Network
Size: Gargantuan Tou: 10 Features: Combat Simulator,
Connection)))
Communications, Computer, Defense System, Dock,
Advantages: Eidetic Memory, Fearless, Improved Initiative Fire Prevention System, Garage, Gym, Hangar, Infirmary,
Skills: Expertise: Engineering 2 (+6), Expertise: Forensics Laboratory, Living Space, Power System, Security System (DC
2 (+6), Expertise: Science 2 (+6), Investigation 2 (+6), 25), Workshop
Perception 3 (+5), Technology 3 (+7) Located in San Francisco Bay, the new Titans Tower was fund-
Offense: Initiative +0 ed by the city and several private backers, but was designed
by Cyborg. In exchange for this funding, the Teen Titans must
Defense: Dodge , Parry , Fortitude Immune,
escort metahuman prisoners to Alcatraz Prison when need-
Toughness 8*, Will 10 *Includes Growth modifiers.
ed. Aside from the Tower itself, the grounds include a gar-
Totals: Abilities -38 + Powers 95 + Advantages 3 + Skills 7 den, removable skateboard half-pipe on the roof, the Hall of
+ Defenses 8 = 75 Mentors (devoted to team mentors and tutors), and various
Complications: Confined: The Kilotrax is immobile and is memorials to fallen teammates.
unable to sense anything beyond Titans Towers grounds.
It relies upon its link to the towerits body, effectively Titans Tower has been invaded and taken over more than
to see or interact with the world. once. On one such occasion the adaptable Defense System
feature was treated as though it were the Deathtraps feature,
which the Teen Titans foes then turned against them.
Named Zbnik (Wildcat) by its original Zandian owners, it was Vehicle: Skycycle (Original) 16 points
here that the Titans stopped the Zandians terrorist activities.
They agreed to Checkmate renovating it for Titans use dur- Size: Medium Str: 1 Speed: 6 (Flight; 120 MPH) Def: 10 Tou: 8
ing the teams time working with the government. Renamed An open-top, single-person (two people can fit if they
the Argus, the station was fitted with a variety of cutting-edge squeeze) vehicle used by the early Teen Titans. It uses anti-
surveillance equipment to keep an eye on metahuman activ- gravity technology to attain flight.
ity across the Earth. Access was via a JLA-derived teleporter
(for which each team member was given an access device) Vehicle: T-Barge 16 points
and three shuttles.
Size: Huge Str: 12 Speed: 5 (Swimming; 8 MPH) Def: 6 Tou: 9
HQ: Titans Tower (New York, original) 21 points Features: Remote Control

Size: Gargantuan Tou: 10 Features: Communications, These watercraft were used to ferry cargo and people from
Computer, Dock, Fire Prevention System, Garage, Grounds, Gym, the city over the East River to the original Titans Tower.
Hangar, Infirmary, Laboratory, Library, Living Space, Security
System, Workshop; Minion 5 (S.T.A.R. Kilotrax, see sidebar), Vehicle: T-Helicopter (Original) 20 points

Cyborgs father built the T-shaped tower for the New Teen Ti- Size: Gargantuan Str: 12, Speed: 7 (Flight, 250 MPH) Def: 6
tans upon a roughly forty acre island in the East River. There Tou: 11 Features: Navigation System
were actually two incarnations of this towerthe second Able to carry roughly a dozen people, this long, slim helicop-
was erected with several upgrades after the original was ter was used by early teams for short jaunts.
destroyed by Trigon. Equipped to be both practical for their
work and a comfortable place to live, the tower has (among

228 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Vehicle: T-Jet (Original) 38 points ating a small cross-section but a larger forward profile while
moving. This arrangement also gives the T-Jet full VTOL ca-
Size: Colossal Str: 18 Speed: 10 (Flight, 2,000 MPH) Def: 4 pabilities.
Tou: 13 Features: Navigation System; Radar: Senses 9
(Accurate, Radius Extended 5 Radio) Vehicle: T-Submarine (Current) 13 points
Larger than most private jets, the original T-Jet could trans- Size: Large Str: 8 Speed: 3 (Swimming, 4 MPH) Def: 8 Tou: 7
port the entire team while still accommodating several dozen Features: Sonar: Senses 4 (Accurate, Radius Radio Extended)
tons of cargo. Its wings folded to reduce space while stored
(not to mention making it easier to squeeze through some A small, one-man submarine used to get from a hidden ac-
rather tight obstacles on occasion). It is capable of vertical cess location along the shore out to the Titans island in San
take offs and landings. Francisco Bay.

Vehicle: T-Submarine (Original) 24 points Vehicle: T-Wing (Current) 71 points

Size: Gargantuan Str: 13 Speed: 7 (Swimming, 60 MPH) Size: Gargantuan Str: 12, Speed: 11 (Flight, 2,000 MPH)
Def: 5 Tou: 11 Features: Navigation System; Armor: Protection Def: 6 Tou 11 Features: Navigation System; Armor: Impervious
2, Sonar: Senses 9 (Accurate, Radius Radio Extended 5) Toughness 4, Nose Beam: Line Area 3 (120 feet) Damage 10, AE:
Nose Gun: Ranged Multiattack Damage 10, Accurate 5
Ideal for infiltration and taking the original Teen Titans on
missions beneath the waves, the T-Submarine was designed The latest VTOL aircraft to join the Teen Titans arsenal, this
to be fast and reslient. surprisingly well-armed, bright red aircraft gets the Teen Ti-
tans where they need to be.
Vehicle: T-Jet (Current) 72 points
Size: Huge Str: 10 Speed: 11 (Flight, 4,000 MPH), Def: 7 Aquagirl
Tou: 11 Features: Navigation System; Armor: Impervious
Protection 2, Auto-Lasers: Ranged Multiattack Damage 11, Lorena Marquez is a survivor of the earthquake that sunk por-
Accurate 5 tions of San Diego, after which she learned Geist had chemi-
cally altered her and other survivors so they could exist un-
The current T-Jet is a Tamaranian fighter rebuilt by Cyborg to
derwater in the submerged portion of the city, Sub Diego.
serve as the Teen Titans primary transport. The T-Jets pro-
She later took on the role of Aquagirl when Ocean Master
pulsion system allows its top to face forward as it flies, cre-

Aquagirl PL8 115 points


Abilities: Str 5 Sta 6 Agl 4 Dex 3 Fgt 5 Int 2 Awe 3 Pre 1
Powers: Aquatic (Immunity 3 (Cold, Drowning, Pressure),
Movement 1 (Environmental Adaptation Aquatic), Senses
1 (Low-light Vision)); Swimming 8 (120 MPH); Telepathy
(Comprehend 2 (Animals; Speak To, Understand), Mental
Communication 2, Awareness Check Required)
Equipment: Atlantean Trident (Strength-based Damage 3,
Reach)
Advantages: Animal Empathy, Attractive, Close Attack 3,
Defensive Roll 2, Equipment, Evasion, Favored Environment
(Aquatic), Languages (Spanish)
Skills: Acrobatics 4 (+8), Athletics 3 (+8), Insight 3 (+6),
Investigation 2 (+4), Perception 2 (+5)
Offense: Initiative +4, Atlantean Trident +8 (Close, Damage 8,
Reach), Unarmed +8 (Close, Damage 5)
Defense: Dodge 10, Parry 8, Fortitude 8, Toughness 8/6*, Will 6
* Without Defensive Roll.
Totals: Abilities 58 + Powers 25 + Advantages 11 + Skills 7 +
Defenses 14 = 115
Complications: Flirtations: Aquagirls presence has been
causing problems for Blue Beetle, whose girlfriend (Traci
Thirteen) has declined Titans membership and thus isnt
always around, and between Superboy and Wonder Girl.
Lorena has thus far kept her multiple flirtations relatively
subtle, though she has been getting bolder of late, a situ-
ation that could lead to problems within the team. Pro-
tector: Lorena is highly motivated to use her powers to
protect others. She willingly puts herself at risk to defend
innocents or those she cares about.

Heroes & Villains, Vol. 2 229


Andre Nutter (order #3338244) 1
altered reality in order to switch lives with Aquaman, a situ- Miss Martian to be a White Martian and also directed suspi-
ation she helped reverse. She retained the name when the cion against Ravagerboth ploys designed to hide the truth
world was righted, and joined the Teen Titans only to leave that Bombshell was herself the traitor. She was working for
soon after to aid Sub Diego. She later rejoined the team fol- Deathstroke, who had commanded her to retrieve the com-
lowing her escape from the Dark Side Club. puter drive containing Jerichos soul.

A significantly powerful possible future version of Lorena, Raven and Red Devil defeated her by exposing her skin to
Aquawoman, came back in time during the Titans Tomor- contrary extreme temperatures, shattering her Dilustel shell
row incident. This Lorena-to-be was stronger, more experi- and rendering her powerless. While being interrogated in
enced, and had developed Aquagirls telepathic ability to the prison by Miss Martian, Risk and Batgirl broke in and the latter
point where she could immobilize a target. slit Bombshells throat to prevent Amy from revealing the ex-
istence of the Titans East. This violence was a hollow gesture,

Bombshell however, as Miss Martian had already extracted the informa-


tion she needed.

Looking to avoid jail time, Airman Amy Sue Allen was trans- Believed dead, Bombshell had in fact merged with her shell,
formed into Bombshell by Project Quantum using a process making the Dilustel a part of her physiology, which helped
similar to that which created Captain Atom and Major Force,
only without the nuclear explosion that displaced the other
two in time. Though this allows her to absorb her Dilustel shell
Bombshell PL11 176 points
when desired, the altered process has prevented her from at- Abilities: Str 9 Sta 8 Agl 2 Dex 3 Fgt 4 Int 0 Awe 1 Pre 0
taining Captain Atoms full abilities or degree of power.
Powers: Dilustel Shell (Enhanced Stamina 6, Enhanced
Having joined the team after the events of Final Crisis, Bomb- Strength 8, Immunity 10 (Life Support), Impervious
shell was a welcome powerhouse. When Raven left over con- Toughness 12, Protection 4, Activation (Move, -1 point));
cerns about a traitor among the Titans, Bombshell revealed Quantum Channeling (Flight 11 (4,000 MPH), Immunity 20
(Energy Effects, Distracting, Limited to Half-Effect, Sustained),
Senses 3 (Detect Energy Spectra (Acute, Radius))); Quantum
Manipulation Array (24 points): Quantum Blast (Ranged
Damage 12), AE: Control Machines (Ranged Affliction
11 (Resisted by Dodge; Dazed, Compelled, Controlled;
Concentration, Limited to Technological Devices), AE:
Quantum Burst (Burst Area Damage 11), AE: Quantum
Conversion (Deflect Energy 10 (Reflect, Redirection, Close
Range, Energy Only)), AE: Quantum Disruption (Burst Area
Affliction 11 (Resisted by Will; Dazed, Stunned; Concentration,
Limited Degree)))
Advantages: Diehard, Move-By Action, Ranged Attack 4, Taunt
Skills: Athletics 4 (+13), Close Combat: Unarmed 4 (+8),
Deception 8 (+8), Intimidation 6 (+6), Ranged Combat:
Quantum Blast 3 (+10), Stealth 1 (+3), Vehicles 1 (+4)
Offense: Initiative +2, Quantum Blast +10 (Ranged, Damage
12), Quantum Burst (Burst Area, Damage 11), Quantum
Disruption (Burst Area, Affliction 12), Unarmed +8 (Close,
Damage 9)
Defense: Dodge 6, Parry 9, Fortitude 10, Toughness 12, Will 6
Totals Abilities 26 + Powers 113 + Advantages 7 + Skills 14 +
Defenses 16 = 176
Complications: Bad Attitude: Bombshell looks down on
just about everyone and only grudgingly offers her respect,
making her difficult to get along with and unreliable when
it comes to team tactics. This causes constant friction
with the other Teen Titans. Crack the Shell: Extreme heat
followed by extreme cold attacks can weaken her Dilustel
shell, making it easy to crack if damaged. Under such
conditions, temporarily remove her Impervious Toughness
and Protection powers. Any attacks resulting in two degrees
of failure on her damage resistance check mean the shell
is cracked, whereas three degrees of failure shatters the
shell temporarily. Power Loss: Bombshells Dilustel shell
is not permanent, and so she loses its benefits and her
access to the Quantum Field if the Dilustel is not activated
or is somehow negated or dispersed. The shell will also
disappear for a time if shattered (see her Crack the Shell
complication). She has Str 1 and Sta 2 without the shell.

230 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
her survive the attack. She escaped government confinement ter Keepers influence by a Lord of Order, Sister Sentry, in
and sought to discover who had been pulling her strings, exchange for becoming her agent. This greatly diminished
believing it to be her father who was formerly in charge of his powers, reducing him to only being able to call upon a
Project Quantum. Neither realized Amys mother, secretly the single soul at a time when he says the word Eternity! (He
new head of Project Quantum, was behind everything. cannot use this power if prevented from speaking.) For this
treason against Chaos, Kid Eternity was imprisoned in Hell
Amy has since been staying with the Teen Titans in order to until Brother Blood attempted to use Chris spirit to wedge
rehabilitate herself and keep safe until the truth about Project open the doorway between life and death. He escaped and
Quantum can be uncovered. returned to the world of the living to aid the Teen Titans.

Kid Eternity The other Teen Titans believe Kid Eternity left them without
saying a word following one of the teams adventures, not
aware that Chris was kidnapped and killed by the Calculator
Christopher Kit Freeman was killed during WWII and his
in an attempt use Kid Eternity to resurrect Calculators son,
spirit rose to what he believed was Heaven. It was an illusion
Marvin Harris.
created by the Lords of Chaos. A minor Lord, Mister Keeper,
recruited Chris by telling the youth he wasnt supposed to die Kid Eternitys Conjure Soul is a Summon effect, but its so
for another seventy-five years, and so he would be returned powerful and flexible that it would be pointless to write it up
to life if he joined Mister Keepers cause. Mister Keeper grant- with game statistics. With it, he can summon a single soul or
ed Chris a number of spirit-based abilities, including the pow- a small group of souls of deceased or even fictional beings
er to summon any fictional or deceased person, individually to fight or perform some other action for him. Often these
or in small groups, to act on his behalf or advise him. In truth, summoned souls are fairly normal people, other times theyre
these spirits were demons forced to assume the likeness of deceased heroes. As GM, use your judgment regarding their
whomever Kid Eternity thought he was summoning. power level and utility.
Duped by Mister Keeper, Kid Eternity unknowingly acted on
Chaos behalf for decades. With the formers guidance, Chris
worked to activate a number of otherworldly devices known
as Chaos Engines in order to expedite humanitys evolution.
The Lords of Chaos believed this would regain Gods favor
and return them to Heaven.

During a plot to steal Dr. Fates power, Kid Eternity was killed
by Mordru, but he later returned and was freed from Mis-

Kid Eternity PLX


Abilities: Str 0 Sta 1 Agl 2 Dex 1 Fgt 1 Int 1 Awe 3 Pre 2
Powers: Conjure Soul (PLX power), Spirit-Touched (Immunity
(Aging), Movement (Dimensional Travel 2 (Mystical), Flight 1
(Subtle), Senses 4 (Soul Awareness, Counters Concealment,
Radius))
Advantages: Defensive Roll 2
Skills: Acrobatics 1 (+3), Athletics 1 (+1), Insight 2 (+5),
Perception 2 (+5)
Offense: Initiative +2, Unarmed +1 (Close, Damage 0)
Defense: Dodge 8, Parry 4, Fortitude 6, Toughness 3/1*, Will 8
* Without Defensive Roll
Totals: Abilities 14 + Powers 73 + Advantages 2 + Skills 3 +
Defenses 19 = 109
Complications: Agent of Order: As an agent of Order
(and of Chaos before that) who exists outside the normal
boundaries of life and death, Kid Eternity has been swept
up in the eternal struggle between the Lords of Chaos and
the Lords of Order. Agents of both realms, as well as those
who seek to usurp eithers power, are constantly making life
difficult for Kid Eternity. Death Surrounds Me: Other people
can sense the aura of death surrounding Kid Eternity and,
despite being his teammates, this makes the other Teen Titans
very uncomfortable around him. (Without this his Presence
is 0). Time Limit: Kid Eternity can summon a dead spirit for
a maximum of sixty-six seconds, and he needs an amount
of downtime equal to the summoning time before he can
summon again.

Heroes & Villains, Vol. 2 231


Andre Nutter (order #3338244) 1
Zachary Zatara PL8 110 points
Abilities: Str 0 Sta 2 Agl 2 Dex 3 Fgt 0 Int 2 Awe 4 Pre 2
Powers Magic Array (24 points): Dinb Mih! (Ranged
Cumulative Affliction 8 (Resisted by Dodge; Hindered and
Vulnerable, Defenseless and Immobile), Extra Condition,
Limited Degree), AE: Cigam Ekirts! (Ranged Damage 9
(Magic)), AE: Enogeb! (Nullify 9 (Broad: All Magic Effects)),
AE: Otserp Egnahc O! (Ranged Transform 4 (Anything)), AE:
Raeppa! (Create 7 (Continuous, Subtle)), AE: Seutats, Kcatta!
(Ranged Summon 4 (Horde, Multiple Minions (Two 60-point
minions), Medium (Statues))), Mystic Senses (Senses 4 (Detect
Magic, Ranged, Acute, Analytical))
Advantages: Attractive, Extraordinary Effort, Fascinate
(Expertise: Performance), Ritualist, Sidekick 2 (Bunny) *, Taunt,
Uncanny Dodge
Skills: Deception 6 (+8), Expertise: Magic 6 (+8), Expertise
(PRE): Performance 6 (+8), Insight 3 (+7), Perception 2 (+6),
Ranged Combat: Magic 4 (+7), Sleight of Hand 9 (+12)
Zachary Zatara Offense: Initiative +2, Magic +7 (Ranged, Damage 10 plus
others), Unarmed +0 (Close, Damage 0)
Much like his famous relative Zatanna, Zachary has the ability
to work magic by speaking his spells backwards. He acquired Defense: Dodge 10, Parry 4, Fortitude 5, Toughness 1, Will 11
this ability following the end of the Ninth Age of Magic, Totals: Abilities 30 + Powers 33 + Advantages 7 + Skills 18 +
brought about by the Spectre. He was a Teen Titan for a while, Defenses 22 = 110
though he made few friends other than Kid Devil. Indeed, Za- * Bunny, Zataras assistant, is essentially a Bystander (see DC
tara was with Eddie when the latter made his demonic deal Adventures, p. 266) with Pre 2 and Expertise: Magic as her
with Neron. selectable skill, Expertise: Performance instead of Expertise:
Current Events, and Attractive added.
After working in Japan where he met his current assistant,
Bunny, Zatara moved his increasingly popular stage show to Complications: Brat: Zatara has an incredibly high opinion of
Metropolis. While there he has assisted Superman and the himself, and rarely views anyone else as an equal, an opinion
Justice League on several cases, most often in a support and he is happy to express in plain language. Living Things, Not
advisory role. Despite being the new kid on the block, Zatara So Good: Zatara is not yet very proficient with magic involving
has already faced a number of powerful foes such as Black naturally animate subjects, such as living things. When casting
magic to affect such subjects consider his Magic Array to have
Adam, the New Kryptonians, and a corrupted Rama Kushna.
both the Expertise: Magic Check Required and Unreliable flaws.
Zatara possesses an inflated ego that prevents him from mak- Power Loss: Zatara needs to speak aloud (and backwards) to
ing friends and makes retaining staff difficult. He has even cast his spells. Women and Magic Dont Mix: Zataras magic
been so bold as to make sarcastic comments to Superman can be influenced by his emotional attachment to others,
when the Man of Steel approached him for help besting a especially women. Strong feeling of this type effectively
magic-based villain. Only Bunny seems immune to his behav- impose the Unreliable flaw upon his Magic Array when in the
presence of the subject of his affection.
ior despite the target of it more often than anyone else.

Terra
Born from the unapproved union between the king of Mar-
kovia and a commoner, Tara was hidden from the Markovian Real Name: Tara Markov
people. She was Dr. Helga Jaces first test subject before her
half-brother Brion, who would become Geo-Force. This ex- Occupation: Mercenary
perimentation granted Tara geokinetic abilities, which she Base: Varies
realized just before she and her mother were exiled to the
United States.
to inject her with the same serum that gave him his abilities,
Bitter and resentful, Tara grew up believing that her powers and that he would later use on Cassandra Cain and his own
put her above mere humans and she was determined to take daughter, Rose. This tipped her psychological issues into a
everything that life owed her. Even as a child she was a re- full-blown psychosis, something that ironically helped her as-
morseless mercenary. sume a fake personality to show the Teen Titans.

Eventually she was hired by Deathstroke for the long-term Deathstroke staged a fake fight with Terra to convince the
plan of infiltrating the Teen Titans. Tara became Slade Wilsons Teen Titans to accept her, and they gladly welcomed her into
lover, becoming fanatically loyal to him. Wilson used this trust their family. Terra even pursued a relationship with Beast

232 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Terra PL12
STR STA AGL DEX FGT INT AWE PRE Complications
0 2 3 3 2 1 1 4 Unbalanced: Behind her rough but likeable personality, Tara
is amoral and a borderline sociopath; while she can control
Powers herself in order to complete her objectives, she can fly into
Flying Rocks: Flight 6 (120 MPH), Subtle, Platform (chunk of destructive rages. Her Geokinesis increases exponentially
rock) 7 points while in this state, but she cant control it as finely.
Geokinesis: Dynamic Array (28 points) Immoral Loyalty: Tara is Deathstrokes lover, despite the large
Shift Earth: Create 13 (Rock/Earth), Continuous, Extended age difference between them (and her being underage as
Range, Innate, Limited: Needs ground or rock 29 points well). She is only loyal to him, and his manipulations always
Catapult Strike: Ranged Damage 14, Limited: Needs ground succeed with her.
or rock, Linked to Ranged Affliction 14 (Resisted by Dodge;
Dazed and Vulnerable, Immobile and Prone), Extra Condition, Markovian Bastard: Tara is the unrecognized daughter of the
Instant Recovery, Limited Degree; Dynamic 2 points King of Markovia and half-sister to Geo-Force, the legitimate
Drill Through: Ranged Burrowing 9, Affects Others 2 points (if abdicating) heir. She is very resentful of being exiled along
Jagged Earth: Environment 4 (250 foot radius, create with her mother.
uneven ground conditions; Impede Movement 2), Selective
2 points
Sinkhole: Ranged Affliction 14 (Resisted by Dodge; Hindered,
Immobile, Paralyzed), Continuous, Cumulative, Limited to
targets on the ground, Resistible (Fortitude) 2 points
Stone Barrage: Ranged Damage 14, Multiattack, Limited:
Needs ground or rock 2 points
Tremors: Area Burst 2 (60 feet) Affliction 12 (Resisted by
Dodge; Hindered and Vulnerable, Defenseless and Prone),
Extra Condition, Concentration, Instant Recovery, Limited
Degree, Limited to targets on the ground 2 points
Undermine: Area Burst 2 (60 feet) Weaken Toughness 12,
Affects Only Objects, Limited to targets on the ground
2 points
Rock Shields: Dynamic Array (12 points)
Stone Defense: Impervious Protection 12, Sustained,
Limited: Needs ground or rock; Dynamic 13 points
Rocky Fortress: Perception Deflect 12, Limited: Needs
ground or rock, Dynamic 2 points

Advantages
All-out Attack, Evasion, Great Endurance, Improved Defense,
Instant Up, Languages (Markovian, English), Power Attack, Skill
Mastery (Deception checks), Taunt

Skills
Deception 12 (+16), Insight 8 (+9), Investigation 5 (+6),
Perception 4 (+5), Persuasion 8 (+12), Ranged Combat:
Geokinesis Ranged Powers 7 (+10), Stealth 6 (+9)

Offense
Initiative +3
Geokinesis +10 Ranged, Damage 14 or others
Unarmed +2 Close, Damage 0

Defense
Dodge 8 Fortitude 7
Parry 6 Toughness 14/2*
Will 6 *Without Stone Defense.

Power Points
Abilities 32 Skills 25
Powers 65 Defenses 19
Advantages 9 Total 150

Heroes & Villains, Vol. 2 233


Andre Nutter (order #3338244) 1
Boy, who was attracted to her rough but naive personality. Despite her duplicity, the Teen Titans kept silent about her
She collected information on her teammates while fighting betrayal and erected a statue of her in their memorial at Ti-
alongside them, relaying their strengths and weaknesses to tans Tower.
Deathstroke until he executed his plan to deliver the teenage
heroes to the H.I.V.E. headquarters. Some time later, a second Terra appeared, identical to Tara
Markov. She came from the future as part of the Team Titans
Nightwing and Jericho infiltrated the base, and Jericho used and was on a mission to prevent Donna Troys son from being
his power to possess his father, Deathstroke, and freed the Ti- born, as he would become a tyrant known as Lord Chaos.
tans. Tara didnt know of Jerichos power and believed Death- The new Tara was also attracted to Beast Boy, but the Teen
stroke had turned against her. This pushed her unbalanced Titan rejected her, still trying to heal the wounds the original
mind over the edge and she flew into a destructive rage that had inflicted on his heart.
brought down the entire H.I.V.E. compound, killing herself in
the process. When a deranged Hal Jordan remade existence in the Zero
Hour, Taras future was destroyed, but she, Mirage and Death-
wing did not vanish. The Time Trapper revealed that they
were actually from the present, taken into the Lord Chaos
The Current Terra future in order for the Time Trapper to keep tabs on Monarch.
The only link between Atlee, the current Terra, and Tara Tara and Mirage joined the Teen Titans, but Time Trappers rev-
Markov is a genetic template. Atlee comes from an
elation made her fear that she was, in fact, the original Terra,
underground civilization and she is as benign as she is
damaged psyche and all. Geo-Force welcomed her in Markovia
heroic. She refused to join the Teen Titans in order to
as his half-sister even when she told him her fears. She under-
avoid an unfortunate and painful association with the
original Terra, and now often follows Power Girl. Atlee went a DNA test which Geo-Force assured her proved that she
may be even more powerful than Tara, but her restraint was not the original Terra, but in fact it showed she was his sister.
in using her powers is based on caring for peoples Now more secure in her heroic future, this new Tara joined
safety, not deception.
the Teen Titans in the fight against Black Adam, but she was
instantly killed when he punched through her chest.

Terra returned as a Black Lantern to haunt both Beast Boy and


then Geo-Force, but was put to rest when Geo-Force turned
her to stone. This might prove that there was only one Tara af-
ter all, and her redemption was cut short by her second death.

Personality
Tara is an evil, manipulative sociopath. Even at her young age,
she is seething with rage and resentment, but hides it to ap-
pear naive and enthusiastic. She is a loud-mouthed tomboy
who seduced Beast Boy while madly in love with a much
older man.

Powers & Abilities


While physically small and frail, Terra has total control over
earth. She can shape it, take chunks out of it, project it, move
it, toss it as a large projectile or a deadly barrage, and basically
do anything she wants with it. During her time with the Teen
Titans, she pretends to be around PL 9 or 10, restraining the
full range and extent of her power. When she loses control,
she can exceed her real PL 12, which proved fatal to herself.

Allies
Although she was a member of the Teen Titans, Terras only
true ally was the mercenary Deathstroke, and even he sus-
pected and feared her. Her half-brother, Geo-Force, gladly
came to Terras aid, having no idea of her true personality or
motives.

Enemies
Terra was, in many ways, the Teen Titans greatest enemy,
working to gain their trust and affection solely so she could
betray and destroy them. She held a particular dislike for Ra-
ven, who sensed some of the evil Terra tried to conceal, and
who dared to pity her, even subconsciously, and for Beast
Boy, who was foolish enough to love her.

234 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Terra-Man
Terra-Man PL12
STR STA AGL DEX FGT INT AWE PRE
2 4 4 5 4 2 2 2
Powers
Six Shooters: Array (26 points), Easily Removable (-14 points)
Standard Bullets: Ranged Damage 13, Penetrating 4 30 points
Exploding Bullets: Burst Area Ranged Damage 10 1 point
Dazzle Bullets: Ranged Affliction 13 (Resisted by Fortitude;
Vision Impaired, Vision Disabled, Vision Unaware) 1 point
Psi-Bullets: Ranged Damage 10, Resisted By Will 1 point
Flying Harness: Flight 6 (120 MPH), Removable (-2 points)
10 points
Lariat: Affliction 12 (Resisted by Dodge; Hindered and
Vulnerable, Defenseless and Immobile), Extra Condition,
Limited Degree, Reach 8 (40 feet), Linked to Move Object 2
(200 lbs.), Close Range, Reach 8 (40 feet) Easily Removable
(-12 points) 18 points

Advantages
Accurate Attack, Animal Empathy, Defensive Attack, Defensive
Tobias Manning was born in the early nineteenth century in Roll 4, Improved Aim, Improved Critical 2 (Six Shooters),
the American west. His father was killed by an alien pirate from Improved Initiative 1, Power Attack, Precise Attack 2 (Ranged,
outer space who took pity on the orphaned Tobias and adopt- Cover and Concealment), Quick Draw, Ranged Attack 6
ed him. Years later, after traveling from one end of the universe
Skills
to the other, Tobias killed the pirate to avenge his father and
used alien technology to build weapons resembling those he Acrobatics 6 (+10), Athletics 8 (+10), Close Combat: Unarmed
remembered from his childhood. Now calling himself Terra- 4 (+8), Deception 6 (+8), Insight 4 (+6), Intimidation 4 (+6),
Man, Manning became a cosmic outlaw and his crime spree Perception 4 (+6), Stealth 3 (+7), Treatment 3 (+5)
eventually returned him to his native Earth, where he ran afoul Offense
of Superman. Hes since returned to Earth on several occasions,
trying to get the drop on the Man of Steel. Initiative +8
Standard Bullet +11 Ranged, Damage 13, Penetrating 4,
Personality Crit. 18-20
Terra-Man is a rip-roaring, rootin-tootin gunslinger straight Exploding Bullet Ranged, Burst Area Damage 12
from central casting. He fancies himself an honorable out- Psi- Bullet +11 Ranged, Damage 10, Resisted by Will,
law in the vein of Jesse James or Billy the Kid and most of his Crit. 18-20
crimes are somehow rooted in the old westrustling cattle,
Unarmed +8 Close, Damage 2
robbing stagecoaches (passenger planes), and so on. Predict-
ably, Manning observes a perverted version of the gunfighters Defense
code. He never shoots an unarmed man (but hes not above
Dodge 12 Fortitude 8
loaning his target a gun), he only robs those who deserve it
(hes the judge), and hell always defend the honor of a lady. Parry 9 Toughness 8/4*
Will 8 *Without Defensive Roll.
Powers & Abilities
Power Points
Terra-Man has access to a wide variety of formidable alien
gadgets and weapons, including a pair of special six shoot- Abilities 50 Skills 21
ers that fire a number of trick bullets, some of which are ca- Powers 47 Defenses 23
pable of harming even Superman. Manning is also a highly
Advantages 21 Total 162
skilled marksman and hes developed incredible proficiency
in cowboy skills such as riding, tracking and roping. Complications
Code of the West: Manning follows his own twisted version
Allies
of the gunfighters code of the Old West; hell never shoot an
None to speak of, really. For a while it appeared that Terra- unarmed man, hell defend the honor of women, and he abides
Man might be allied with Black Adam, though their associa- by his own version of all the other honorable behaviors made
tion turned out to be temporary. famous in movies.

Enemies
Real Name: Tobias Manning
Terra-Man believes he can build his rep by gunning down or
at least outwitting the Man of Steel.
Occupation: Businessman Base: Metropolis

Heroes & Villains, Vol. 2 235


Andre Nutter (order #3338244) 1
Thorn
Thorn PL9
STR STA AGL DEX FGT INT AWE PRE
2 2 4 3 8 2 2 4
Powers
Thorn Weapons: Array (18 points), Removable (2 points)
Concussion Thorn: Ranged Multi-Attack Damage 6 18 points
Smoke Thorn: Cloud Area 2 Visual Concealment Attack 4
1 point
Magnesium Thorn: Ranged Burst Area Affliction 9
(Resisted by Fortitude; Vision Impaired, Vision Disabled,
Vision Unaware) 1 point
Barbed Whip: Strength-Based Damage 4, Fast Grab, Improved
Disarm, Improved Grab, Improved Trip, Reach 2 10 points

Advantages
Accurate Attack, Defensive Roll 3, Equipment 2, Improved
Initiative, Luck, Startle, Takedown, Taunt

Skills
Acrobatics 6 (+10), Athletics 9 (+11), Deception 7 (+11), Insight
8 (+10), Intimidation 7 (+11), Perception 6 (+8), Ranged Combat:
Thorn Weapons 9 (+12), Stealth 6 (+10), Treatment 4 (+6)

Offense
Initiative +8
Concussion Thorn +12 Ranged Damage 6, Multi-Attack
Whip +12 Close Damage 4, Fast Grab
Shortly after police officer Phil Forrest was killed by the gang
known as the 100, his daughter Rhosyn had a nervous Unarmed +8 Close Damage 2
breakdown and started to manifest multiple personalities. Defense
One personality, Thorn, is a vigilante firebrand who ruthlessly
hunts down and eliminates criminals, especially those affili- Dodge 10 Fortitude 7
ated with the 100. Parry 11 Toughness 5/2*
Originally, Thorn took over only when Rose was threatened or Will 9 *Without Defensive Roll
somehow became aware of a crime. Eventually Rose learned to
Power Points
exert some control over her transformations, allowing her to be-
come the confident and formidable Thorn more or less at will. Abilities 54 Skills 33
Powers 16 Defenses 21
Personality
Advantages 11 Total 135
Rhosyn is afflicted with multiple personality disorder. Most of
Complications
the time she is a shy, sweet young woman doing her best to
pick up the pieces of her shattered life. When her Thorn per- Identity: Extreme trauma or mental stress causes Thorn
sonality emerges, however, she becomes a fearless and deter- to revert to her Rose persona: As Rose, her Fighting is 1, her
mined vigilante who will stop at nothing to put her enemies Presence is 0, and she has no skills or advantages.
behind bars (or worse!). In fact, Rhosyn and Thorn arent the
only personalities shes manifested. She occasionally lapses Allies
into a persona known as Mother, a kindly matron based on
In her Thorn identity, Rhosyn occasionally undertakes mis-
her fleeting memories of her own mother, and sometimes
sions for Oracle as part of her Birds of Prey. As Rose, she works
assumes the identity of Wild Rose, a vigilante who is even
at Dinah Lances flower shop.
tougher and more ruthless than Thorn.

These days Rhosyn can manifest her Thorn personality at will, Enemies
but she still doesnt have complete control over her transfor-
Thorn (and Wild Rose, when she appears) particularly hates
mations.
the criminal gang originally known as the 100 (and now
Powers & Abilities known as the 1000).

Rose was schooled in the martial arts and the art of investiga-
tion by her father, police officer Phil Forrest. Over the years Real Name: Rhosyn (Rose) Forrest
shes acquired a few special weapons and crime-fighting gad- Occupation: Florist/enforcer Base: Gotham City
gets from various sources.

236 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Timber Wolf
WOlf
Timber Wolf PL12
STR STA AGL DEX FGT INT AWE PRE
12 10 10 8 12 2 8 4
Powers
Claws: Penetrating Strength Damage 6 6 points
Fast Healing: Regeneration 5 5 points
Heightened Senses: Senses 7 (Accurate Scent, Acute Scent,
Danger Sense, Extended Sight 1, Extended Hearing 1,
Tracking) 7 points
Prodigious Leaps: Leaping 2 (30 feet) 2 points
Super-Speed: Enhanced Advantage 2 (Improved Initiative 2),
Quickness 2, Speed 5 (60 MPH) 9 points
Super-Strength: Enhanced Strength 4, Limited to Lifting
(lifting Str 16; 1,500 tons) 6 points

Equipment
Flight Ring: Communication 5 (subspace radio, Anywhere, Born on the low-tech planet of Zoon, Brin received his powers
Limited to Distress Signal 3); Flight 7 (250 MPH); 19 points as the result of one of his fathers experiments. On his fathers
Telepathic Ear Plug: Comprehend 3 (Languages), Mental death, Brin was misled into believing that he was an android.
Communication 1 (Close Range) 10 points Taking the name Lone Wolf, Brin performed a number of he-
Transsuit: Immunity 9 (Life Support, except for starvation and roic deeds and was approached by the Legion for member-
thirst) 9 points ship, but he declined. Aided by Light Lass (Ayla Ranzz), Brin
was cured of his delusional belief, and after a period of recov-
Advantages
ery he entered the Legion Academy as one of its first trainees.
Accurate Attack, Agile Feint, Benefit 1 (Legion Membership), After a successful mission infiltrating the Legion of Super-Vil-
Defensive Roll 2, Equipment 8, Evasion, Fearless, Improved lians, Brin adopted the name Timber Wolf and was inducted
Critical (Claws), Improved Initiative 2, Instant Up, Power Attack, as a full member of the Legion of Super-Heroes.
Precise Attack (Close, Cover), Startle, Takedown, Uncanny
Dodge
Personality
Skills
Though Timber Wolf has some animal-like qualities, he is not
Acrobatics 8 (+18), Athletics 6 (+18), Expertise (Jungles) 9 a mindless berserker. He can be quick to anger, and is not
(+14), Expertise (Zoon) 5 (+8), Intimidation 10 (+14), Insight 4 afraid to speak his mind regardless of the consequences. He
(+12), Perception 8 (+16), Stealth 10 (+20), Vehicles 2 (+10) is the least educated of the Legion members, but he brings
Offense an instinct and common sense to the team that often enables
him to see things in a clearer light than his more sophisticat-
Initiative +18 ed teammates.
Claws +12 Close, Damage 12, Penetrating 6
Unarmed +12 Close, Damage 12 Powers & Abilities

Defense Due to the effects of the Zuunimum Ray, Timber Wolf pos-
sesses superior strength, speed and agility. He has also de-
Dodge 12 Fortitude 14 veloped a keen sense of smell and an almost preternatural
Parry 12 Toughness 12/10* ability to detect danger.
Will 10 *without Defensive Roll
Allies
Power Points
Brin shared a long romantic relationship with Ayla Ranzz
Abilities 132 Skills 31
(Lightning Lass), and though they are no longer involved they
Powers 26 Defenses 8 are still close. He is also able to call upon the Legion member-
Advantages 22 Total 219 ship and their allies should the need arise.

Complications Enemies
Impulsive: Timber Wolf has no use for caution. He often speaks
While she is not exactly an enemy, Timber Wolf has an abra-
or acts before thinking.
sive relationship with Dream Girl (Nura Nal). He finds his fel-
Motivation Responsibility: Timber Wolf believes he has a low Legionnaire annoying and prefers to avoid her if he can.
responsibility to use his powers to help others, even if he denies it.
Temper: Timber Wolf has an animalistic temper and can
explode into a berserk fury. Real Name: Brin Londo
Occupation: Legionnaire Base: Legion HQ

Heroes & Villains, Vol. 2 237


Andre Nutter (order #3338244) 1
Toyman
Winslow Schott has given different accounts of his past, but
all those accounts claim he used to be a talented toy-maker Real Name: Winslow Schott
with a deep love for his trade, who was used and then fired
by big business, causing him to snap and turn his mechanical Occupation: Inventor, criminal
genius to revenge and crime. Base: Varies
In one version, his company was bought by Lex Luthor who
later fired him, causing Schott to repeatedly try to murder Intergang got him out of jail, and employed him to design
the businessman. In another, his toy designs were used in equipment while letting him pursue his Luthor vendetta
the weapons industry by the same businessman behind his via deadly toys. Intergang provided him with a workshop
wifes accidental death, which prompted his retaliation via in Happyland, an amusement park front that the criminal
explosive teddy bear. organization used to hold kidnapped children, who were
entertained by Schotts harmless toys, and guarded by the
deadly ones.

After being imprisoned again, the Toy-


maker goes silent until he reappears,
head shaved and with a sinister dis-
position, holding a group of children
hostage. His professed love for kids is
forgotten when he kills them as they
try to escape, led by Adam, the son of
journalist Cat Grant.

Zatanna tried to cure him of his delu-


sions, but she only exacerbated them;
he believed children were happy vis-
iting him when in truth he had kid-
napped them while performing social
work at an orphanage. Zatanna later
made him see the truth, and he re-
turned to Arkham.

During his latest escape, Schott cap-


tured Jimmy Olsen, impressed by the
young journalists ability to tell a story
despite his age (which Schott believes
to be 16, while hes truly 22). Schott
tells Olsen that he created several ro-
bots to impersonate him in case he
was captured, but he lost control of
the one who killed all those children.
When Superman and Batman showed
up to rescue Jimmy, Schott sent several
robots after them that looked like ev-
ery villain who ever bore the name of
Toyman, including the puppet known
as Toyboy, the jester-like Jack Nimball
(who Schott killed when Nimball stole
his methods), and even Hiro Okamura
(see sidebar).

Personality
A deeply troubled and delusional man,
Winslow Schott has no life aside from
his vocation as a toy-maker. He claims
to love children and says that his only
desire is to bring them joy and safe,
wholesome fun, but he has been con-
victed for infanticide and kidnapping.
He doesnt trust anyone older than sev-
enteen, but can become very angry at
children who dont appreciate his mar-
velous creations.

238 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Toyman PL11
STR STA AGL DEX FGT INT AWE PRE Complications

-1 0 1 5 0 6 3 1 Enemy: Toymans genius is highly sought after by other


criminals, who try to use him to build new toys for them.
Powers
Misunderstood Genius: Schott claims all the bad deeds
Bubblegum Gun: Ranged Affliction 8 (Resisted by Dodge, attributed to him were committed by one of his robot doubles.
Overcome by Strength; Hindered, Immobile), Accurate,
Progressive, Limited Degree, Easily Removable (-8 points) Obsession: Toyman is obsessed with children and childhood
16 points and all his crimes revolve around them to some degree.
Pogo Stick: Leaping 3; Enhanced Dodge 3; Easily Removable Temper: Toyman flies into a rage when his plans are thwarted.
(-2 points) 4 points
Toymaker: Variable 10 (deadly toys, 50 points), Limited to Notes
Summon and Easily Removable effects, Unreliable (5 uses Although Toymans powers may be up to PL11, his other
before returning to his workshop) 50 points abilities place him at PL7.
Equipment
HQ: Secret Workshop 10 points Toyman Robot PL11 Minion 132 points
Size: Medium Tou: 10 Features: Computer, Concealed 2, Abilities: Str 12 Sta Agl 2 Dex 2 Fgt 6 Int Awe 2 Pre
Deathtraps, Garage, Living Space, Workshop
Powers: Artificial (Immunity 30 (Fortitude Effects)),
Advantages Reinforced Chassis (Protection 13, Impervious 10 ranks),
Flight 2, Mouth Cannon (Ranged Damage 11, Multiattack),
Defensive Roll 3, Equipment 2, Evasion, Improvised Tools,
Likeness (Morph 1)
Inventor, Redirect, Set-Up 3, Skill Mastery (Expertise:
Engineering), Skill Mastery (Technology) Advantages: Fast Grab, Improved Grab, Improved Hold,
Move-by Action
Skills
Skills: Deception 6 (+6), Ranged Combat: Mouth Cannon 8 (+11)
Deception 5 (+6), Expertise: Science 11 (+17), Expertise:
Offense: Initiative +2, Unarmed +7 (Damage 12), Mouth
Engineering 11 (+17), Insight 4 (+7), Intimidation 8 (+9),
Cannon +11 (Damage 11)
Investigation 5 (+13), Perception 4 (+7), Sleight of Hand 7 (+13),
Stealth 5 (+6), Technology 11 (+17), Vehicles 5 (+10) Defense: Dodge +8, Parry +8, Fortitude Immune, Toughness
+14, Will Immune
Offense
Totals: Abilities 20 + Powers 95 + Advantages 4 + Skills 7 +
Initiative +1 Defenses 6 = 132
Bubblegum Gun +9 Ranged, Affliction 8
Unarmed +0 Close, Damage -1 Toymans Deadly Toys
Defense Toymans threat lies in the many inventions he uses
Dodge 9/6** Fortitude 4 against heroes. He prefers to be prepared, using the
Inventor advantage to create deadly traps and weapons
Parry 2 Toughness 3/0* and then lure heroes to him, but he can also pull out
Will 9 *Without Defensive Roll. the toys he works on in his free time with his Toymaker
** Without Pogo Stick power. Most of these are effects with the Triggered or
Reaction extras, the Easily Removable flaw, or applica-
Power Points tions of the Summon effect.
Abilities 30 Skills 38
Explosive Teddy Bear: Burst Area 3 (250 feet) Damage
Powers 70 Defenses 14 11, Triggered (when detonated or set by timer),
Advantages 14 Total 166 Unreliable (5 uses); Senses 1 (Communication Link
(radio with detonator)); Easily Removable (-14 points)
21 points
Hiro Okamura
Shelves of Death: Cylinder Area Sustained Damage
Hiro Okamura is a teenage Japanese genius whose fortune 11 (laser-shooting dolls), Indirect, Triggered (enemy
is greater than Bruce Waynes at his age. His gift for engi- enters the area with the shelves) 46 points
neering and affection for the giant robots common in Swarm of Army Men: Burst Area 2 (60 feet) Sustained
Japanese animation earned him the nickname of Toyman, Damage 7, Linked to Environment 2 (Impede
but his disposition is completely heroic and his gadgets are Movement 2), Indirect, Linked to Environment 2
much more advanced than Schotts. He earned an honorary (Visibility, -2 penalty), Indirect 45 points
membership in the Justice League (and a date with
Power Girl) for his support of the League, which included Flying Superman Doll, Now With Deadly Heat Vision
providing the giant, space-faring robot that saved Earth Action!: Ranged Damage 10 (laser), Accurate 3 (+12
from an incoming meteorite, and his successful cleansing bonus), Indirect 4, Multiattack, Homing 2, Penetrating 7,
of released kryptonite particles from the atmosphere. Easily Removable (remote control, -18 points) 28 points

Heroes & Villains, Vol. 2 239


Andre Nutter (order #3338244) 1
Powers & Abilities Enemies
Schott is an ordinary man except for his genius intellect and Schott is a self-defined Superman person, having faced off
technological acumen. He can build almost anything, but it against the Man of Steel multiple times, but he is imprisoned
will always be fashioned as a toy of some kind. His creations at Arkham, making him a Batman problem. People who vic-
range from the simple to the devilishly intricate, and the timize children or corrupt childrens entertainment earn his
threat level can range from harmless to utterly lethal. smoldering (and often explosive) hatred

Allies
Toyman Robot
He has worked for Intergang and Lex Luthor, but the relation-
ship is purely professional. An automaton built in the likeness of one of Schotts person-
alities.

Traci Thirteen
Real Name: Traci Thirteen
Occupation: Student, sorcerer and detective
Base: Metropolis

Striking out on her own, Traci settled first in Washington


D.C. and then in Metropolis, travelling to help her father and
her friends with their cases while taking side trips to gather
magical books and artifacts. In El Paso, Texas, she met the
Blue Beetle, and the two began dating, which eventually led
to Traci joining him and his Teen Titans teammates on a few
missions.

Personality
Traci is relentlessly upbeat and enthusiastic, in spite of her fa-
thers disapproval. Though she is sometimes overconfident,
Tracis natural intelligence, trained and honed by her father
and the Croatoans, serves to pull her out of trouble.

Powers & Abilities


Traci Thirteens innate nature as one of the Homo magi allows
her to tap into the magic of the world around her, in particu-
lar the urban magic of cities. She can use it in a variety of
ways, from teleporting and firing blasts of energy to nullify-
ing magic around herself and performing simple transforma-
tions.

Allies
Traci is the daughter of skeptical ghost-breaker Doctor
Terrance Thirteen, and sometimes accompanies him on his
On his journeys around the world debunking parapsycho- cases. She remains close to the Elongated Man, and with
logical phenomena, professional skeptic Terrance Thirteen him is a member of the secret group of detectives known
met and fell in love with an Asian sorceress, a descendent as the Croatoans. While living in Metropolis she befriended
of the long line of Homo magi stretching back to ancient At- Natasha Irons, the niece of Steel. Traci sometimes accom-
lantis. Returning to Metropolis, they settled in the Thirteens panies her boyfriend Blue Beetle when he adventures with
ancestral home, Doomsbury Manor, where their daughter the Teen Titans, where she met two other young Homo
Traci was born. magi, Black Alice and Zachary Zatara. On very rare occa-
sions, Traci will join her father and travel with the unex-
Tracis mother began teaching her daughter magic and pected band of adventurers called Team 13: the Thirteens,
Traci soon proved to be a magical prodigy, able to draw on Anthro the Cave Boy, the vampire Lord Bennett, the alien
the gathered magical energies of cities. Following the tragic girl who calls herself Infectious Lass, ghost pirate Captain
death of her mother, Traci was raised by Ralph Dibny, the Fear, Nazi vampire gorilla Primaul, and smartest boy in the
Elongated Man, who with his wife Sue taught Traci to be a world Genius Jones.
detective as she continued to study magic.

240 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Traci Thirteen PL9
STR STA AGL DEX FGT INT AWE PRE Skills
0 3 3 2 2 2 4 3 Athletics 6 (+6), Close Combat: Homi Magi 7 (+9), Deception 5
(+8), Expertise: Magic 10 (+12), Insight 6 (+10), Intimidation 2
Powers (+5), Investigation 9 (+11), Perception 8 (+12), Ranged Combat
Mystic Fire: Ranged Damage 6 12 points : Mystic Fire 9 (+11), Sleight of Hand 7 (+9)
Magic: Array (35 points), Activation (1 points)
Offense
Gateway of Citrina: Teleport 7, Extended, Portal 35 points
Nommos Transformation: Transform 6 (anything into Initiative +7
anything, 50 lbs.) 1 point Mystic Fire +11 Ranged Damage 5
Magic Fail: Broad Burst Area Nullify Magic 8, Concentration
1 point Deimos Claw +9 Penetrating Strike 9, Tiring
Phasma Phasmatis: Impervious Protection 8,
Defense
Concentration 1 point
Deimos Claw: Damage 9, Penetrating, Tiring 1 point Dodge 7 Fortitude 6
Through the Seven Veils: Senses 5 (Dimensional Sight Parry 6 Toughness 11/3*
and Hearing into Magical Dimensions, Magical Awareness,
Vision Counters Illusion) 1 point Will 12 *Without Phasma Phasmatis.

Advantages Power Points

Artificer, Contacts, Evasion, Fearless, Improved Initiative, Luck, Abilities 38 Skills 35


Power Attack, Ritualist, Ultimate Effort (Expertise: Magic) Powers 51 Defenses 19
Advantages 9 Total 152
Enemies
Complications
Traci already has made powerful enemies. Eclipso, the spirit
of vengeance, has marked Traci for special attention after she MotivationResponsibility: Traci follows in the footsteps of
her parents in using her abilities to help others.
thwarted his plans to possess an innocent child. With Team
13, she has drawn the attention of the universe-shaping Ar- Relationship: Doctor Thirteen (father).
chitects. She has also incurred the wrath of the Demons Three Urban Magic: Tracis powers were originally tied to the mystic
after interfering with their plans to escape hell. energies of cities, but she has grown as a magician and is no
longer limited to them.

Trickster
A juvenile delinquent from a badly broken home, young Axel Other Tricksters
Walker attracted the attention of the mysterious villainess
known as Blacksmith just after he dropped out of high school. The original Trickster was a daredevil circus acrobat
Walker didnt have any impressive skills or accomplishments to named James Jesse. It was Jesse who created the
boast of, but Blacksmith recognized that his recklessness and strange weapons and gizmos that are used by Axel
burning hatred could make him a formidable criminal operative. Walker today. The first Trickster committed crimes for
She furnished Walker with gadgets and weapons she somehow the sheer sport of it; he never harmed anyone or robbed
acquired from James Jesse, the original Trickster, and recruited anybody who couldnt afford it. After a long criminal
him into her criminal syndicate known as the Network. career, Jesse finally recognized the error of his ways
and started using his unique talents for good. He even
After the Network collapsed, Walker was reluctantly accepted became a duly licensed agent of the FBI and helped the
into Flashs Rogues Gallery, but the original Trickster James agency crack dozens of cases. But he later learned that
Jesse confronted him and put him in jail. Prison time only his reformation was a sham, the result of secret brain-
served to harden Axel. Since his first escape hes proven him- washing he underwent at the hands of the Top, one of
self more cruel and bloodthirsty than ever, regularly resorting his fellow Rogues. Jesse eventually got his head straight
to outright murder in the course of his escapades. and resumed his criminal career. He died saving the life
of his friend the Pied Piper. Barry Allen recently encoun-
Personality tered a third Trickster, though this one spells his name
Trixter. Hes a member of the Renegades, a group of
A textbook sociopath, Axel Walker is an adrenaline junkie and a police officers from the twenty-fifth century who appear
closet nihilist. Hes never felt particularly close to another human to be descendants of Flashs original Rogues.
being and he never found anything worth believing in. He used
to fill the void in his soul with violent video games, but now he
fills it with real-world mayhem. Walker is much more ferocious
and bloodthirsty than the rest of the Flashs so-called Rogues,
Real Name: Axel Walker
but hes desperate to be accepted into their dubious fraternity. Occupation: Criminal Base: Keystone City

Heroes & Villains, Vol. 2 241


Andre Nutter (order #3338244) 1
Trickster PL10
STR STA AGL DEX FGT INT AWE PRE Advantages
1 1 3 4 3 1 2 3 All-out Attack, Close Attack 3, Daze (Deception), Defensive
Attack, Defensive Roll 4, Improved Initiative 1, Improved Trip,
Equipment Improvised Tools, Luck 2, Move-by Action, Redirect, Set-up, Taunt
Tricks: Array (24 points), Easily Removable (10 points)
Skills
Exploding Rubber Chickens: Burst Area Ranged Damage 8
24 points Acrobatics 7 (+10), Athletics 6 (+7), Close Combat: Combat
Combat Yo-Yo: Strength-Based Damage 8 1 point Yo-Yo 3 (+9), Deception 8 (+11), Insight 6 (+8), Intimidation 2
Itching Powder: Ranged Affliction 10 (Resisted by Will; (+5), Perception 4 (+6), Ranged Combat: Tricks 5 (+8), Sleight of
Impaired, Disabled, Incapacitated) 1 point Hand 6 (+10), Stealth 3 (+6), Technology 6 (+7), Vehicles 4 (+8)
Hard Candy Trap: Ranged Affliction 10 (Resisted by Dodge,
Overcome by Strength; Hindered and Vulnerable, Immobile Offense
and Defenseless; Extra Condition, Limited Degree) 1 point Initiative +7
Air Walking Shoes: Subtle Flight 4 (30 MPH), Removable (2
points) 7 points Exploding Chickens +8 Ranged Damage 8, Burst
Area (Dodge DC 28)
Combat Yo-Yo +9 Close Damage 8
Powers & Abilities
Unarmed +6 Close Damage 1
The Trickster isnt much stronger or faster than the average
street thug, but he has access to a wide array of ingenious Defense
gadgets, most of which are patterned after novelty jokes and Dodge 14 Fortitude 6
tricks. He wears a pair of shoes that allow him to walk on air
and in the past hes used exploding rubber chickens, weight- Parry 11 Toughness 5/1*
ed yo-yos, unbelievably effective itching powder, and various Will 9 *Without Defensive Roll
other weapons.
Power Points
Allies Abilities 36 Skills 30

Flashs Rogues Gallery begrudgingly accepts Walker as a Powers 24 Defenses 31


member, though most of the other members find his sadism Advantages 17 Total 138
and nihilism distasteful.
Complications
Enemies MotivationThrills: The Trickster is a die-hard adrenaline junkie.

Like all Rogues, the Trickster is the sworn enemy of all the vari- Childish: The Trickster is both childishly cruel and desirous of
ous Flashes. acceptance.

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Trident

While they were operatives of the H.I.V.E., Sammy Jaye, the


Prof, and a third, unnamed man met and decided to strike Trident PL10
out on their own. Armed with technology developed by the
Prof, the men used identical costumes and each used the
STR STA AGL DEX FGT INT AWE PRE
codename Trident. Their plan was simple: avoid capture by 3 3 2 4 4 2 3 2
planning their crimes separately, preventing the police from
establishing a distinct modus operandi. Powers
Trident: Array (25 points), Removable (10 points)
They took turns using the Trident persona to commit rob- Energy Blast: Ranged Damage 12, Variable Descriptor 1
beries in the New York City area. None of the local heroes or (Fire, Cold, or Force) 25 points
the media suspected that Trident was in fact three men us- Ice Sheath: (Ranged Cumulative Affliction 8 (Resisted
ing identical costumes and weapons. Their plan worked until by Dodge; Hindered and Vulnerable, Defenseless and
Sammy Jaye decided to double-cross his partners by cheat- Immobile), Extra Condition, Limited Degree) 1 points
ing them out of their cut of a robbery. Image Displacement: Concealment 2 (Visual) 1 points
The Prof and the third man killed Sammy Jaye and left him Advantages
for the police to find. The media assumed the criminal Trident
Defensive Attack, Defensive Roll 4, Move-by Action, Power
was finished, but the Teen Titans discovered that two other
Attack
men were operating as the Trident. Starfire figured out their
ruse, and the Titans tracked down and captured the two re- Skills
maining Tridents.
Athletics 4 (+7), Close Combat: Unarmed 4 (+8), Deception 5
A short time after their imprisonment, the third Trident es- (+7), Perception 4 (+7), Ranged Combat: Trident 4 (+8), Stealth
caped from jail with the help of Wildebeest, Gizmo, Disruptor 5 (+7), Technology 2 (+4)
and the Puppeteer. Unfortunately for them, Wildebeest was
Offense
using the freed criminals merely to distract the Teen Titans.
Trident and Disruptor were captured by the Titans, interro- Initiative +2
gated and returned to prison. Trident Blast +8 Ranged, Damage 12
A Trident has also operated as part of Alexander Luthors Soci- Unarmed +8 Close, Damage 3
ety. It is unknown whether this Trident is one of the surviving
Defense
two men or someone new.
Dodge 8 Fortitude 7
Personality Parry 8 Toughness 7/3*

Sammy Jaye was a criminal who would betray anyone for a Will 7 *Without Defensive Roll.
profit, even his partners in crime. The Prof is a verbose brag- Power Points
Abilities 46 Skills 14
Real Name: Sammy Jaye, Powers 17 Defenses 18
the Prof, and an unnamed third man Advantages 7 Total 102
Occupation: Criminal Complications
Base: New York City
Enemy: The Teen Titans.

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Andre Nutter (order #3338244) 1
Four Tridents?
The stats presented here are for Sammy Jaye and the third man of the three original partners to use the Trident name. To
represent the Prof Trident, simply switch the scores for Fighting and Intellect, and switch the ranks for Close Combat and
Technology.
The codename Trident was also used by Val Armorr, Karate Kid from the Legion of Super-Heroes. Val adopted the persona
while he was in the modern era and under the control of the alien menace Starro.

gart bent on proving his superior intelligence. The third Tri- Allies
dent is a ruthless killer who is out only for himself.
The three men using the Trident persona relied on each other,
but more recently a Trident has been operating with Alexan-
Powers & Abilities der Luthors Society.
All three of the original men using the Trident persona were
normal humans with no special powers. The trident they used Enemies
was developed by the Prof and could project fire, ice or con- Trident has most often run afoul of the Teen Titans.
cussive force.

Trigon The
the Terrible
terrible
Thousands of years ago in another dimension, the last inhab-
itants of a dying world called upon the dark forces they wor-
shipped to bring them a savior. Instead, the child born to one
of their own lashed out at birth to kill everyone nearby. Yet
the child Trigon survived, destroyed a planet before he was
six and conquered millions of worlds before the age of thirty.
Along the way he fathered a child upon a woman named
Arella, who fled to a temple between dimensions called Az-
arath and gave birth to a daughter named Raven.

Just as Trigon was running out of worlds to add to his empire,


he saw through the dimensional veil to discover the planet
Earth and an entire new universe of worlds to conquer. As
he planned a new campaign of conquest, his daughter Ra-
ven journeyed to Earth and assembled a young group of
heroesthe Teen Titans. With the help of the Titans and the
sacrifice of her mother Arella, Raven prevented Trigon from
conquering Earth and fulfilled the destiny planned for her by
the goddess Azar, whose peaceful followers in Azarath had
long sought to destroy Trigons evil.

When Trigon retreated to his home realm, weakened for the


first time in centuries by his defeat, the many worlds he had
conquered turned against him. Though Trigon defeated and
destroyed all his foes, the battle left him further drained.
When he once again turned his eyes to Earth, he decided he
needed the assistance of his childrensix sons, fathered like
Raven upon cult members. Though Trigons sons answered
his call, at the critical moment when he prepared to cross over
to Earth they seized his power for his own. When Trigons sons
attacked the Titans, Raven in turn appeared to join them but
betrayed them as they had their father, gathering her fathers
power and then expelling it.

Real Name: Trigon


Occupation: Interdimensional conqueror
Base: Otherdimensional hell realm

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Weakened like never before but proud of his offsprings will
and treachery, Trigon waits in his barren realm, waiting to re- Trigon the Terrible PLX
cover his strength and planning his eventual conquest of Earth.
Complications
Personality Unending Conquest: No matter how many worlds he
conquers, Trigon is unable to satisfy his lust for conquest.
Trigon is evil personified. The only true emotion he feels is
hatred, but he receives satisfaction that is close to pleasure Deadly Progeny: Trigons childrenhis daughter Raven and
when causing pain, and will sometimes torture his oppo- six sonsare powerful in their own right and the greatest
obstacles to his continued campaign of conquest, seeking
nents rather than kill them outright in hopes of corrupting
either to rally forces to stand in his way (as Raven did when
their spirits and adding them to his forces after breaking their
she gathered the Teen Titans) or seeking to steal their fathers
will. From both those who serve him and those who oppose
power for their own, as did his sons.
him, Trigon demands both obedience and subservience: any-
thing less is a request to be obliterated.
Allies
Worlds conquered by Trigon are allowed to survive, but only
Trigon has no allies, but he has many servants. On Earth, his
in utter and abject fealty to their god, who demands regular
most notable servants are the Cult of Blood and its leader
sacrifices to prove their continued loyalty. On worlds where
Brother Blood. The only one Trigon has ever deemed worthy
Trigons authority is challenged, the rebellion is destroyed
to rule by his side is his daughter Raven, despite the times
along with the entirety of the planet.
she has thwarted him with her teammates on the Teen Ti-
tans.
Powers & Abilities
Enemies
Because he is empowered by pain, each world Trigon the Ter-
rible conquers gives him the strength to mercilessly conquer Trigons chief nemesis is the goddess Azar, as good as he is
two moreand after conquering millions of worlds, he has evil and with whom he is locked in eternal conflict. Though
accumulated the power that makes him a PLX character. they are now believed to be destroyed, Azars followers in the
Temple Azarath long worked to aid their goddess quest. On
By will alone Trigon can reshape any world he touches, twist-
Earth, the Teen Titans and his daughter Raven have defeated
ing it into a corrupted version of what it once was, with walls
him on several occasions, preventing him from conquering
and pillars made from the anguished forms of those who have
the planet. Since they turned against him, Trigon considers
fallen before his power. With only a fraction of his power, his
his sons lost to him, enemies to be destroyed.
death-stare can obliterate any mortal instantly, or condemn
them to an eternity of agony.

Donna Troy
Who is Donna Troy? is a tricky question, even for her. She
was originally a magical duplicate of the young Princess Di- Real Name: Donna Troy
ana of Themyscira, created by the Amazon sorceress Magala
as a playmate for Diana, the only child on the island. The vil- Occupation: Photographer, hero
lainess Dark Angel kidnapped Donna, and put her through a Base: New York City
series of reincarnations.

Thus Donna Troy was initially an orphan with no past but sum total of her prior existence, a living bridge to the former
Amazonlike powers, who became the heroine Wonder Girl. multiverse.
She joined the Teen Titans and eventually married college
professor Terry Long. The two of them had a son, Robert. Both Troy has since encountered another Dark Angel in the new
her husband and son were killed in a senseless car accident. multiverse, though it remains unknown if this is the same
In another revealed life, Donna was adopted by the Titans Dark Angel or yet another unusual parallel.
of Myth, who empowered her, but also manipulated her. She
lost her powers and became a Darkstar, but the organization
Personality
was all but wiped out. And so each existence Donna experi- Donna is a kind and empathetic person with a natural gift for
enced ended in tragedy. listening. Even at a young age, she became something of a
mother-figure to her circle of friends, always available with
Initially, everyone believed Dark Angel mistook Donna for
a sympathetic ear and a strong shoulder to lean upon. Her
Diana and was out for revenge against Hippolyta, as the
willingness to nurture others sometimes allows her to ne-
two had clashed during the World War II. Donna eventually
glect her own needs, because she lacks the type of support
learned, however, that Dark Angel was another version of
she offers to others.
herself, from a prior multiverse. Saved from non-existence
by the Anti-Monitor, she sought to destroy Donna to avoid The suffering that Donna has experienced during her life
merging with her, as all of her other parallel selves had (lives, really) has built up anger and a desire to use it to avoid
done. Once Dark Angel was defeated, Donna became the dealing with feeling sad and lonely. She tends to throw her-

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Donna Troy PL13
STR STA AGL DEX FGT INT AWE PRE Offense

15 13 8 5 11 2 3 4 Initiative +8

Powers Magic Lasso +11 Ranged, Affliction 15, Resisted by


Will (DC 25), Grab +15
Amazon Bracelets: Impervious Toughness 8, Sustained,
Unarmed +11 Close, Damage 15
Removable (2 points) 6 points
Lasso of Persuasion: Move Object 15 Linked to Ranged Defense
Affliction 15 (Resisted by Will; Dazed, Compelled,
Controlled; Instant Recovery), Easily Removable (18 points) Dodge 13 Fortitude 13
27 points Parry 13 Toughness 13
Perfect Imitation: Feature 1 (Perfectly imitate voices) 1 point
Soaring: Flight 9 (1,000 MPH) 18 points Will 13
Strength of the Titans: Enhanced Strength 4, Limited to Power Points
Lifting (lifting Str 19; 12,000 tons) 4 points
Abilities 122 Skills 24
Advantages
Powers 58 Defenses 17
Attractive, Teamwork
Advantages 2 Total 223
Skills
Complications
Acrobatics 4 (+12), Athletics 4 (+19), Expertise: Mythology 6
Amazon Fury: Troy is a trained warrior and directs her fury into
(+8), Expertise: Photography 8 (+10), Insight 7 (+10), Perception
combat. Sometimes her temper gets away from her.
7 (+10), Persuasion 6 (+10), Ranged Combat: Lasso 6 (+11)
Difficult Past: Sometimes Donnas past is unclear even to her.
Multiversal Nexus: Troy is a bridge between different worlds,
which often pulls her into the middle of important, world-
changing conflicts.

self into the thick of things, using action and conflict to dis-
tract her from everything else. In these situations she can be a
bit heedless of her own safety, focusing solely upon overcom-
ing her foes.

Powers & Abilities


Troys abilities are similar to those of her sister, Wonder Wom-
an: tremendous strength, stamina and speed. She is a skilled
Amazon warrior, rivaled only by Wonder Woman, Artemis and
Queen Hippolyta. Donna wields the silvery Lasso of Persua-
sion, which allows her to impose her will on anyone bound
in it, forcing them to do as she commands. She also wears
Amazon bracelets that allow her to deflect attacks.

Allies
Donnas closest allies are her Amazon family, particularly her
sister Diana (Wonder Woman) and their mother Hippolyta, as
well as her little sister Wonder Girl and the Amazon warrior
Artemis. She is good friends with her old teammates from the
Teen Titans, particularly Dick Grayson (Nightwing), Roy Harp-
er (Arsenal) and Koriandr (Starfire). Donna was romantically
involved with Roy Harper for a time and Green Lantern Kyle
Rayner, who remains a good friend.

Enemies
Donnas greatest foe was the villainess Dark Angel. She has
come into conflict with the thief Angle Man, with whom she
shared an awkward attraction. Troy has also fought many of
Wonder Womans foes, particularly the Cheetah and Circe,
and she has a number of enemies as a member of the Teen
Titans, notably Deathstroke the Terminator and the Brother-
hood of Evil.

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Two-Face
Two-Face PL10
STR STA AGL DEX FGT INT AWE PRE
2 3 2 3 6 5 5 4
Equipment
Submachine gun: Ranged Multi-Attack Damage 4 12 points
Heavy Pistol: Ranged Damage 4 8 points

Advantages
All-out Attack, Defensive Roll 3, Equipment 4, Improved
Initiative 1, Inspire 2, Leadership, Startle, Taunt, Well-informed

Skills
Acrobatics 2 (+5), Athletics 6 (+8), Close Combat (Unarmed) 3
(+9), Deception 12 (+16), Expertise: Law 9 (+14), Insight 8 (+13),
Intimidation 10 (+14), Investigation 4 (+9), Perception 8 (+13),
Persuasion 4 (+8), Ranged Combat: Firearms 8 (+11), Sleight of
Hand 4 (+7), Stealth 6 (+9), Technology 2 (+7), Vehicles 5 (+8)

Offense
Initiative +7
Tommy Gun +11 Ranged Multi-Attack Damage 4
Pistol +11 Ranged Damage 4
Unarmed +9 Close Damage 2

Defense
Dodge 12 Fortitude 8
Parry 12 Toughness 6/3*
Will 12 *Without Defensive Roll

Harvey Dent was the youngest man ever elected district at- Power Points
torney in Gotham City, a feat made even more remarkable by Abilities 60 Skills 46
the fact that he came from a badly broken home. Unlike most
members of Gothams law-enforcement community in those Powers 0 Defenses 28
days, Dent had a reputation for uncompromising honesty. In Advantages 16 Total 150
fact it was probably his single-minded compulsion to impose
Complications
justice and order that helped him rise to the top of the legal
profession so quickly. Disfigurement: Two-Face is so badly disfigured its difficult to
imagine him ever reentering mainstream society.
Shortly after he was elected, Dent recognized the young po-
lice lieutenant James Gordon and the mysterious vigilante Enemy: Batman.
known as the Batman as natural allies in his struggle to clean Obsession: Two-face is obsessed with the number two and
up Gotham. The three men soon became secret comrades most of his crimes revolve around that theme.
and successfully worked together to break the backs of the Random Chance: Two-Face resolves all key decisions with a
crime syndicates that controlled much of the city. flip of his two-headed coin: the scarred side evil, the clean side
It was during the trial of Boss Maroni, the capo di tutti capi of good. The GM can flip a coin (or roll the die: 110 evil, 1120
good) to see what Two-Face will do in a given situation. It
organized crime in Gotham, that Dents life went awry. Just
requires a DC 30 Will check for Two-Face to ignore the coins
as a key witness was beginning his testimony, a corrupt assis-
decision.
tant D.A. in the pocket of the Falcone crime syndicate threw a
vial of sulfuric acid at Dent, badly disfiguring half his face. The
damage brought back repressed childhood memories and Christening himself Two-Face, Dent quickly became one of
Harveys personality underwent a dramatic transformation. the most fearsome gangsters in Gotham City. He routinely
Hes been obsessed ever since with the struggle between crosses swords with Batman, who still struggles to find some
good and evil that takes place in the hearts of all men. way to help his old friend.

Personality
Real Name: Harvey Dent
Occupation: Former district attorney, criminal Like all too many of the Caped Crusaders archenemies, Har-
vey Dent is almost completely insane. Though his madness
Base: Gotham City only manifested in the wake of the acid attack that mutilated

Heroes & Villains, Vol. 2 247


Andre Nutter (order #3338244) 1
him for life, its clear now that its seeds were planted when to-hand combat. His most formidable assets are his willpower
Dent was still a young boy. Evidence has emerged suggest- and intelligence. Two-Face is so cunning that he occasionally
ing that young Harvey was often severely beaten by his al- falls just short of outwitting Batman himself.
coholic father. Arkham psychiatrists believe these beatings
may be the root cause of Dents split personality disorder and Allies
his obsession with duality. Harvey both loved and hated his
father, who alternated between cruelty (when he was drink- A domineering and charismatic leader, Two-Face is usually
ing) and kindness (when he wasnt). Dents childhood feelings surrounded by a sizable coterie of minions and muscle. Over
of anger, confusion and fear were rekindled and multiplied the years hes occasionally allied himself with some of Go-
the moment he became Two-Face and looked upon his half- tham Citys other notorious criminals.
mutilated visage in the mirror.
Its ironic that before his disfigurement, Dent was a close
Harvey is notoriously unable to reconcile the conflicting im- friend and loyal ally to both Batman and Police Commissioner
pulses of rage and kindness that are at war in his mind, hence Jim Gordon.
his compulsion to resolve every dilemma with a flip of his
two-headed coin. When the clean side comes up hes merci- Enemies
ful, but when the scarred side comes up hes cruel.
Befitting his nature, Two-Face both loathes and respects
Powers & Abilities his archenemy Batman. Both halves of his fractured psyche
maintain a special hatred for the Falcone crime family, the
Two-Face has no special powers, but his almost inhuman rage gangsters responsible for his mutilation.
can make him a fearsome and determined opponent in hand-

Ultra Boy Ultra Boy was born Jo Nah on the planet Rimbor. On a trip
through outer space, Jos ship was swallowed by an energy
beast and bombarded by radiation. Instead of killing Jo, this
ultra energy granted him powers similar to those of a Kryp-
tonian.

These powers served Ultra Boy in good stead when he joined


the Legion, and he is considered their most powerful mem-
ber after Superboy and Mon-El. Jo even served two terms as
team leader. He had a long-standing romance with Phantom
Girl (Tinya Wazzo), but circumstances and villains continually
conspired to keep them apart, even stranding them across
time from each other.

Personality
Because Ultra Boy is so powerful, others often regard him as
nothing more than a dim-witted powerhouse. In fact, Ultra
Boy has to be quite cunning in applying his powers, since he
can only use one at a time. Like most Legion members, Ultra
Boys powers are a metaphor for his personality; Jo Nah often
surprises others with his unexpected versatility.

Powers & Abilities


Ultra Boy has powers similar to Supermanssuperhuman
strength, speed, flight, vision powers and invulnerability
but can only use one at a time.

In addition to these powers, Ultra Boy has excellent instincts


and street smarts and is a skilled equivocator.

Real Name: Jo Nah


Occupation: Legionnaire
Base: Thirty-first century Metropolis

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Ultra Boy PL12
STR STA AGL DEX FGT INT AWE PRE Skills

2/17 2 3 3 7 2 4 4 Deception 10 (+14), Expertise: Streetwise 10 (+12),


Investigation 4 (+6), Perception 4 (+8), Ranged Combat: Flash
Powers Vision 4 (+9), Stealth 4 (+7), Technology 6 (+8), Treatment 2
Ultra Power: 34-point Array (+6), Vehicles 8 (+11)
Ultra-Strength: Enhanced Strength 15; Enhanced Strength
Offense
4, Limited to Lifting 4 (lifting Str 21; 50,000 tons) 34 points
Flash Vision: Ranged Damage 14 1 point Initiative +2
Invulnerability: Immunity 9 (Life Support, except for Flash Vision +9 Ranged, Damage 14
Starvation and Thirst); Protection 12, Impervious 1 point
Ultra-Flight: Flight 14 (32,000 MPH) 1 point Unarmed +7 Close, Damage 17
Ultra-Speed: Enhanced Defenses 8 (Dodge and Parry);
Defense
Quickness 8; Speed 14 (32,000 MPH) 1 point
Ultra-Vision: Senses 12 (Extended Vision 4, Microscopic Dodge 8 Fortitude 11
Vision 4, Vision Penetrates Concealment 4 (except Parry 8 Toughness 14/2*
inertron)) 1 point
Will 8 *Without Invulnerability.
Equipment
Power Points
Flight Ring: Communication 5 (subspace radio, Anywhere,
Limited to Distress Signal (3)), Flight 7 (250 MPH) 19 points Abilities 54 Skills 26
Telepathic Plug: Comprehend 3 (Languages), Mental Powers 43 Defenses 19
Communication 1 (Close Range) 10 points
Advantages 14 Total 156
Transsuit: Immunity 9 (Life Support, except for Starvation and
Thirst) 9 points Complications
Advantages Motivation Doing Good: Jo came from a crime-ridden
society and wants to do good with his powers.
All-out Attack, Attractive, Equipment 8, Power Attack, Ranged
Attack 2, Taunt Relationship: Ultra Boy is in love with Tinya Wazzo, the Legions
Phantom Girl.

Allies Enemies
Ultra Boy can count on his teammates on the Legion of Su- Ultra Boy shares many of the enemies of the Legion, and of all
per-Heroes to come to his aid, though as the Legions power- the Legionnaires, he is the one most likely to run afoul of and
house, he is usually coming to the aid of his teammates. to be on the run from the law.

The Ultra-Humanite
Scientist Gerard Shugel possessed a preeminently brilliant
mind but a weak, ailing body, and the contradiction embit- Real Name: Gerard Shugel
tered him to the point of becoming a sociopath. Obsessed
Occupation: Criminal scientist
with curing his various ailments, Shugels experiments be-
came increasingly grisly, and by the early 1940s he found Base: Mobile
himself shunned by his colleagues and so unable to find a
job. Dubbing himself the Ultra-Humanite, Shugel and his
sudden emergence of Fury Is Blood Avenger persona pre-
lone ally Satana continued their obscene work overseas until
vented him from creating total havoc.
together they achieved practical brain transplantation. The
Ultra-Humanite immediately saw that medical miracle as his Death nearly caught up to the Ultra-Humanite in 1948, as he
means to power and began calculating a grandiose plan to found himself bedridden inside a dying, cancer-ridden body.
bring it to fruition. However, the appearance of a group of history-hopping vil-
lains known as the Time Stealers provided him with the first
Assuming that no one would suspect a beautiful woman of
of the mutated gorilla forms the Ultra-Humanite would com-
evildoing, Shugels brain was placed inside the body of film
mandeer in the decades following.
actress Dolores Winters. He then used his scientific wizardry
to create a trio of metahuman henchmen: Cyclotron, Amaz- Emboldened by his tremendous physical and mental powers,
ing Man I and Deathbolt. In the end, it took the might of the the Ultra-Humanite put together his own Secret Society of
All-Star Squadron and betrayal by Cyclotron and Amazing Super-Villains to challenge the combined might of the Justice
Man to defeat him, but the Ultra-Humanite was far from fin- Society of America and the Justice League of America. The
ished. He reappeared mere months later inside a living Tyran- Ultra-Humanite nearly succeeded in eliminating all costumed
nosaurus rex to challenge the Young All-Stars, and only the heroes from Earth before his own treachery got the better of

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The Ultra-Humanite PL13
STR STA AGL DEX FGT INT AWE PRE
10 8 4 2 5 7 7 5
Powers
Gorillas Body: Feature 1 (Insulating Fur), Growth 4 (Innate,
Permanent), Protection 3 13 points
Mental Powers: Array (48 points)
Telekinesis: Move Object 12, Damaging, Perception Range
48 points
Psychic Blast: Damage 9, Alternate Resistance (Will), Burst
Area, Perception Range 1 point
Telepathy: Communication 4 (Mental), Concentration,
Remote Sensing 18 (Audial & Visual), Concentration 1 point

Advantages
Benefit 2 (Wealth), Diehard, Evasion, Improvised Tools, Inventor,
Leadership

Skills
Acrobatics 8 (+12), Athletics 8 (+18), Close Combat: Unarmed
8 (+13), Deception 9 (+14), Expertise: Criminal 14 (+21),
Expertise: Science 15 (+22), Insight 9 (+16), Intimidation 9
(+14), Perception 13 (+20), Persuasion 9 (+14), Technology 15
(+22), Treatment 13 (+20)

Offense
Initiative +4
Psychic Blast, Area Perception, Damage 9
Unarmed +13 Close, Damage 10

Defense
Dodge 13 Fortitude 12
him and led to his ultimate defeat. Similar perfidy thwarted
Parry 13 Toughness 11
his plan to destroy both the Justice Society and its heirs Infin-
ity, Inc. when he attempted to double-cross his partner Brain Will 14
Wave I.
Power Points
The serially immortal Ultra-Humanites grudge against the Abilities 80 Skills 65
Justice Society continues into the present day. His attempt
to clone a superior gorilla form for himself was thwarted by Powers 63 Defenses 32
the JSA shortly after the teams return from Ragnarok, but Advantages 7 Total 247
the Ultra-Humanites revenge was nearly world-altering. The
Complications
Ultra-Humanite placed his brain inside JSA member Johnny
Thunder, and in that guise he tricked J.J. Thunder out of con- Obsession: The Ultra Humanite craves power at any cost, even
trol over the near-omnipotent Thunderbolt. Only the brave his own humanity.
actions of a handful of metahumans reversed the situation Disability: Originally limited by a weak and sickly body, the
and freed the world from the Ultra-Humanites whims. Humanites psionic energies gradually degrade the substitute
bodies his brain occupies, forcing him to periodically find
Recently, after a defeat at the hands of Power Girl, the Ultra-
replacements.
Humanite attempted something new: an offer to go straight
in exchange for a position at Starrware Industries. The Ultra- Power Loss: It takes time for a new body to adapt to the
Humanites reformation is of course a ruse, and it remains to Humanites mental powers, and he cannot use them for a time
be seen to what twisted ends he will put his new technologi- after his brain is transplanted.
cal access.

Personality The Golden Age Ultra-Humanite


The Ultra-Humanite is ruthless, sacrificing anyone or any- In his original body, the Ultra-Humanite had Fighting,
thing (save for Satana) to survive and achieve his aims. He Agility, Strength & Stamina scores of 2, had no Skills
can be charming and refined (even in his mutated white- based on them, no Powers, and no Evasion Advantage.
gorilla form) when recruiting allies, but he invariably double-
crosses them as soon as is it to his advantage to do so.

250 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Powers & Abilities Brain and Brain! What is Brain?
Already a premier scientific genius, the Ultra-Humanite In addition to his original frail self and his trademark
gained formidable mental powers after his brain left his origi- mutated white gorilla form, the Ultra-Humanites brain
nal body. His usual mutated white-gorilla form is superhu- has occupied countless bodies over the decades,
manly strong and resistant to harm. including actress Dolores Winters, a Tyrannosaurus rex,
and the JSAs Johnny Thunder. Gamemasters who want
Allies to have the Humanite make a surprise appearance inside
another skull need only recalculate the victims statis-
The Ultra-Humanite has relied on Sara (Satana) Descarl and tics using the villains Intellect, Awareness, Presence,
her brain-transplanting acumen for decades. skills based on those Abilities, and advantages (save for
Evasion). Depending on how much time has passed since
Enemies the brain swap, the Humanite may not have his mental
powers (see his Power Loss complication).
The All-Star Squadron and later the JSA have been the Ultra-
Humanites most persistent foes.

Uncle Sam
Whenever the nations liberty is threatened, the Spirit of Amer-
ica embodies itself as a mythic defender, sometimes bonding
Real Name: Samuel
to a martyred American patriot. Most famously known from Occupation: Patriot
its World War I manifestation as Uncle Sam, the Spirit previ- Base: The Heartland dimension
ously appeared as the Minuteman, Brother Jonathan, Johnny
Reb and Billy Yank. In 1940, as World War II drew ever closer to
Americas shores, the Spirit merged with a namesake patriot sis on Infinite Earths. In recent times, the Spirit of America briefly
to battle Axis subversion. With Americas entry into the war, recast itself as the armored Patriot, but soon resumed its Uncle
Sam organized the Freedom Fighters to aid his fight. Sam guise. Sam seemingly met his demise during the Infinite
Crisis after an ambush by the Secret Society of Super-Villains.
At the wars end, with his mission accomplished, Uncle Sam
vanished once more into the spirit realm, but returned whenev- However, the enigmatic being Father Time used his high po-
er needed, such as during the Appellaxian invasion and the Cri- sition within the Super Human Advanced Defense Executive

Uncle Sam PL13


STR STA AGL DEX FGT INT AWE PRE Offense

13 13 5 4 5 1 3 5 Initiative +9

Powers Unarmed +13 Close, Damage 13

National Greatness: Elongation 3 3 points Defense


From the Heartland: Movement 1 (Dimensional Travel 1, The Dodge 13 Fortitude 14
Heartland) 2 points
Strength of a Nation: Enhanced Strength 2, Limited to Lifting Parry 13 Toughness 13
2 points Will 12
One with the Nation: Senses 10 (Detect National Threats,
Extended 7, Radius, Ranged), Remote Sensing 20 (Audial & Power Points
Visual), Subtle 2, Limited to Perceiving Locations Inside the Abilities 98 Skills 28
USA 52 points
A New Birth of Freedom: Immortality 1, Limited to a National Powers 62 Defenses 26
Time of Crisis 2 points Advantages 14 Total 228
Timeless Principles: Immunity 1 (aging) 1 point
Complications
Advantages
Patriotism: Sam is literally the spiritual embodiment of
All-out Attack, Diehard, Extraordinary Effort, Fascinate American patriotism and values.
(Persuasion), Improved Initiative, Inspire 4, Leadership, Seize
Relationship: Sam feels responsible for his allies, such as
Initiative, Skill Mastery (Persuasion), Ultimate Skill (Persuasion),
Buddy and the Freedom Fighters.
Well-informed
Fame: Sam is a living icon.
Skills
Power Loss: Sams powers are linked to Americans faith in
Close Combat: Unarmed 8 (+13), Expertise: US History 12 (+13), their country, and decline as their belief is shaken. In extreme
Insight 12 (+15), Perception 12 (+15), Persuasion 12 (+17) instances, Sam may divide into multiple manifestations, such as
Johnny Reb and Billy Yank during the War Between the States.

Heroes & Villains, Vol. 2 251


Andre Nutter (order #3338244) 1
(S.H.A.D.E.) to orchestrate Sams return by making Gonzo the
Mechanical Bastard the grave national menace needed to
prompt it. Reborn in the Mississippi River, Sam organized a
new team of Freedom Fighters which defeated Gonzo and
now remains vigilant for new threats to the republic.

Personality
Sam embodies the absolute best in the American spirit, and is
incredibly inspiring and charismatic.

Powers & Abilities


Sam is super-strong, tremendously resistant to harm, able to
become a giant, and has a mystical awareness connecting
him to America.

Allies
Sam is the leader and cornerstone of the Freedom Fight-
ers and thus has an on-again, off-again relationship with
S.H.A.D.E. During WWII, he was assisted by a young orphan
named Buddy.

Enemies
Sam engaged various Axis metahumans and saboteurs
throughout World War II (Baron Blitzkrieg, in particular), and
had a long-running postwar feud with ex-Nazi agent the Sil-
ver Ghost.

Vandal Savage
Fifty thousand years ago, primitive humans were witness to a survival. His daughter Scandal Savage is a member of the
fireball from the heavens crashing to Earth. Vandar Adg, then Secret Six, and he no doubt has numerous modern descen-
a tribal hunter, was exposed to the strange energies of the dants.
meteor and transformed by them. While his contemporaries
in the Blood Tribe grew older and died, Vandar remained as Personality
young and vital as he was the day the fireball fell.
Vandal Savage is the very personification of cultured ar-
Gifted with immortality, Vandar Adg became historys great- rogance, but deep down still has the personality of a brutal
est unacknowledged conqueror. He founded the cabal tribal leader. He treats everyone as ephemeral and expend-
known as the Illuminati to destroy one of the lost cities of At- able, because to him they are. His greatest fear is infirmity
lantis, and controlled the conspiracy across the centuries. He and death, and he will literally sacrifice anyone or anything to
claims to have ruled hundreds of different places and times ensure his own survival.
under a variety of names and guises, and has advised and
aided other rulers in history ranging from Erik the Red and Powers & Abilities
Napoleon to Otto von Bismarck and Adolf Hitler. Always he
Vandal Savages sole power is his immortality: he has not
has been forced to move on after a number of years, lest the
aged since his encounter with the fireball from the sky. His
truth about his nature become known.
millennia-long life has allowed Savage to accumulate con-
In the twentieth century, the immortal conqueror now siderable wealth, experience and skill. In particular, he is an
known as Vandal Savage came into conflict with the Justice expert strategist and tactician.
Society of America. They thwarted Savages efforts to aid
Savages offensive traits are below his power level, given that
the Nazis during World War II and his own schemes of world
he often augments them with various weapons both high-
conquest, and withstood Savages attempts to avenge these
tech and magical. He is a highly skilled and brutal hand-to-
slights against him. Still, he has nothing if not time, and has
hand fighter, capable of picking up a person with one hand
gloated about how many of his foes have succumbed to mor-
and choking them. Still, Savage generally prefers to let vari-
tality (though he refers to Hawkman as the cockroach for his
ous underlings do his dirty work, and he has considerable
seemingly unstoppable reincarnation).
resources at his command, accumulated literally across the
Savage has had many children throughout history. Indeed, history of civilization.
in the past he has used occult rituals to sacrifice members
of his own bloodline to ensure his continued vitality and

252 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Allies
Savage considers no one his equal but has worked with
groups from time to time, from the Injustice Society to a
modern incarnation of the Secret Society. He also has the re-
sources of his own Illuminati to call upon, as well as various
Real Name: Vandar Adg underground and apocalyptic cults (some of which see him
as a legendary mystical figure). For a time, Savage organized
Occupation: Conqueror the group Tartarus against the Titans (naming it for the
Base: Mobile
Vandal Savage PL13
STR STA AGL DEX FGT INT AWE PRE
4 5 2 2 11 4 4 5
Powers
Immortal: Immortality 15, Immunity 1 (Aging) 31 points

EQUIPMENT
Sword: Strength-Based Damage 3, Improved Critical (1920)
4 points
Savage typically has access to a considerable amount of other
equipment based on his resources.

Advantages
Accurate Attack, All-out Attack, Benefit 6 (wealth and resources),
Chokehold, Close Attack 2, Connected, Contacts, Defensive Roll
2, Diehard, Fascinate (Intimidation), Fast Grab, Fearless, Great
Endurance, Improved Disarm, Improved Grab, Improved Hold,
Improved Initiative, Improved Smash, Inventor, Jack-of-all-trades,
Languages 5, Leadership, Power Attack, Prone Fighting, Ranged
Attack 8, Skill Mastery (Expertise: History), Startle, Takedown,
Uncanny Dodge, Weapon Bind, Weapon Break, Well-informed

Skills
Athletics 8 (+12), Deception 8 (+13), Expertise: History 18 (+23),
Expertise: Magic 6 (+11), Expertise: Tactics 12 (+17), Insight 8
(+12), Intimidation 8 (+13), Investigation 6 (+11), Perception
8 (+12), Persuasion 6 (+10), Stealth 6 (+8), Technology 8 (+13),
Treatment 7 (+12), Vehicles 7 (+9)

Offense
Initiative +6
Sword +13 Close, Damage 7
Unarmed +13 Close, Damage 4

Defense
Dodge 12 Fortitude 12
Parry 13 Toughness 7/5*
Will 14 *Without Defensive Roll bonus

Power Points
Abilities 74 Skills 58
Powers 31 Defenses 29
Advantages 50 Total 242

Complications
Arrogant: Savage has an extremely high opinion of himself,
which sometimes blinds him to flaws in his own schemes.
Selfish: Having lived so long, Savage is willing to do or sacrifice
virtually anything (or anyone) to avoid death.

Heroes & Villains, Vol. 2 253


Andre Nutter (order #3338244) 1
netherworld where the Titans of myth were imprisoned). tributed the black-market drug velocity-9, capable of giving
He sees all such alliances as temporary arrangements, as is users temporary super-speed, until the Flash stopped him.
virtually everything in the life of a man who has watched He used Rocket Red suits purchased from black-market arms
civilizations rise and fall for tens of thousands of years. Even dealers to deliver a nuclear payload that obliterated Monte-
if Vandal Savage cannot defeat his foes, he remains certain video in Uruguay, a plot connected with his far-future self
that he will outlast them. helping Solaris the Tyrant Sun to come into being in the pres-
ent. He has similarly renewed attacks on the Justice Society,
Enemies attempting to wipe out their bloodlines and legacies to en-
sure they do not trouble him in future generations. The JSA
In more recent years, Savage has come into conflict with remains Savages most persistent enemy.
many of the worlds greatest heroes. He developed and dis-

Vigilante
Real Name: Greg Saunders
Occupation: Sheriff
Base: Warpath, AZ

adventures, Saunders traveled in time, died, was reborn, and


was eventually seen alive and vital in the early twenty-first
century, first running a dude ranch in Mesa City and later act-
ing as the sheriff of the border town of Warpath, Arizona. Still
wearing his grandfathers hat and a pair of revolvers, riding a
motorcycle across the countryside, the Vigilante continues to
bring justice to the western frontier.

Personality
Vigilante is a hero in the classic mold, encouraging others
around him to do the right thing simply by fearlessly and re-
lentlessly doing the right thing himself. Only when the law
cant do what needs to be done does Greg Saunders don his
bandana and deal out justice masked as Vigilante.

Powers & Abilities


Vigilante has no powers, but he is a skilled fighter and marks-
man, and a master trick rider both on a horse and a motor-
cycle. He makes full use of his advantages, particularly Im-
proved Aim and Improved Disarm, and can spend hero points
on additional heroic feats like trick-shots, Power Attack (tar-
geting weak spots), and similar uses of advantages he does
not have listed.

Allies

Vigilante (Greg Saunders) Vigilantes greatest allies were in the Seven Soldiers of Vic-
tory. He tried to build a new team of Soldiers in the modern
day, only to lead them into disaster. Retreating to Warpath, he
Greg Sauders was born at the opening of the twentieth centu- befriended the Guardian while he was on the run, and also
ry in Wyoming, son to a local sheriff. In his youth, Saunders was Supermans pal Jimmy Olsen.
trained in the ways of the cowboy by his father and his fron-
tiersman grandfather. But Saunders left the West behind and Enemies
moved to New York City where he became the Prairie Trouba-
dour, a country singer. Determined to bring justice to the law- On his own, Vigilante has chased down criminals of every
less city, Saunders donned a bandana and adopted the name mundane type, and with the Seven Soldiers faced master
Vigilante as he brought country justice to the urban streets. criminals and strange super-villains, up to and including the
universe-invading Nebula Man and the race he serves, the
Saunders fame as a singer brought him to Hollywood in the Sheeda. As sheriff of Warpath, the Vigilante regularly encoun-
1940s, where he became a film star. Meanwhile, Vigilante con- ters a wide variety of super-powered criminals attempting to
tinued to fight crime, even banding together with other he- sneak across the border into the United States after failing to
roes to form the Seven Soldiers of Victory. During the teams enter by other means.

254 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Vigilante (Greg Saunders) PL8
STR STA AGL DEX FGT INT AWE PRE Offense

3 3 3 4 4 1 2 2 Initiative +4
Dual Pistols +15 Ranged Multiattack Damage 3
Equipment
Lasso +9 Ranged, Cumulative Affliction 6,
Six-Shooters: Ranged Multiattack Damage 3 9 points
Resisted by Dodge (DC 16)
Lasso: Ranged Cumulative Affliction 6 (Resisted by Dodge;
Hindered and Vulnerable, Defenseless and Immobile), Extra Unarmed +13 Close, Damage 3
Condition, Limited Degree) 18 points
Defense
Vehicle: Motorcycle 10 points
Dodge 10 Fortitude 9
Size: Medium Str: 1 Speed: 6 Def: 10 Tou: 8
Parry 13 Toughness 3
Advantages
Will 7
Attractive, Diehard, Equipment 8, Extraordinary Effort, Fast
Grab, Improved Aim, Improved Disarm, Inspire, Luck, Quick Power Points
Draw, Ranged Attack 5, Takedown, Tracking, Weapon Bind Abilities 44 Skills 43
Skills Powers 0 Defenses 27
Acrobatics 6 (+9), Athletics 10 (+13), Close Combat: Unarmed Advantages 25 Total 139
9 (+13), Expertise: Cowboy 8 (+9), Expertise: Performing 7
Complications
(+9), Insight 10 (+12), Investigation 7 (+8), Perception 8 (+10),
Persuasion 9 (+11), Ranged Combat: Guns 6 (+10), Vehicles 6 (+10) The Old Ways: Vigilante is a man raised with nineteenth-
century ideals living in the twenty-first. He frames every

Vigilante
conflict as good versus evil, then firmly places himself among
the white hatsand not only because he wears a white hat of
his own.
Though he had a high rate of successful convictions, New
Cowboy in the City: From New York and Hollywood to
York district attorney Adrian Chase saw many criminals es-
Warpath, Arizona, Vigilante has always found himself living in
cape justice on technicalities. Satisfied that justice was being
big cities, but his heart is out on the range.
done in most cases, Chase continued as a successful D.A. until
a crime boss Chase sent to prison reached out from behind
bars to kill Chases family. Now convinced that the justice sys-
tem was fatally flawed, Chase used a costume and an arsenal
of weaponry to become the Vigilante, bringing fatal justice to
those who broke the law. Yet the Vigilantes bloodshed wore
on Chase, and when he accidentally killed a police officer his
guilt led him to commit suicide.

Soon thereafter, when Gotham City police detective Pat


Trayce needed a way to operate outside the law, she tracked
down one of Adrian Chases information and weapons suppli-
ers, and used one of Chases old costumes to become the new
Vigilante. For a time she trained alongside Deathstroke, until
differences in their methods led her to strike out on her own.

Years later a new Vigilante surfaced, Adrian Chases brother


Dorian. After years working for the mobs and spending time
in prison, Dorian knew organized crime from the inside and
decided it must be destroyed.

Personality
Regardless of who has used the name since Adrian Chase,
Vigilante has always been willing to use lethal force to bring
criminals to justice. In the case of Dorian Chase, he was even
willing to put innocents in danger to punish the guilty.

Real Name: Adrian Chase/Pat Trayce/Dorian Chase


Occupation: Judge/Detective/Vigilante
Base: Mobile

Heroes & Villains, Vol. 2 255


Andre Nutter (order #3338244) 1
Vigilante PL9
STR STA AGL DEX FGT INT AWE PRE Skills

2 3 2 3 3 1 1 2 Acrobatics 6 (+8), Athletics 8 (+10), Close Combat: Unarmed 10


(+13), Deception 7 (+9), Insight 9 (+10), Intimidation 9 (+11),
Equipment Investigation 7 (+8), Perception 8 (+9), Ranged Combat: Guns 9
Body Armor: Protection 5 5 points (+12), Stealth 11 (+13), Vehicles 6 (+9)
Starlight Goggles: Senses 1 (Night vision) 1 point
Offense
Arsenal: Array (15 points)
Submachine Gun: Ranged Multiattack Damage 4 1 point Initiative +2
Sniper Rifle: Ranged Damage 5 1 point Sniper Rifle +12 Ranged Damage 5
Fragmentation Grenade: Burst Area Damage 5 15 points
Flash-bang Grenade: Burst Area Dazzle 4 1 point Submachine Gun +12 Ranged Multiattack Damage 4
Knife: Strike 1, piercing 1 point Fragmentation Grenade +12 Burst Area Damage 5
5 points worth of miscellaneous equipment
Defense
Advantages
Dodge 7 Fortitude 12
Accurate Attack, Assessment, Equipment 6, Evasion,
Parry 10 Toughness 9/3*
Extraordinary Effort, Improved Aim, Improvised Weapon,
Precise Attack (Ranged, Concealment), Prone Fighting, Quick Will 6 *Without Body Armor.
Draw, Startle, Takedown, Tracking
Power Points
Powers & Abilities Abilities 34 Skills 45

Vigilante has no metahuman powers, but is a skilled and well- Powers 0 Defenses 26
armed fighter and marksman. Advantages 17 Total 122

Allies Complications
Judge, Jury and Executioner: The Vigilante is an agent of
Each of the Vigilantes has worked alongside Nightwing at
harsh justice, prepared to use deadly force to bring it about.
one time or another. Pat Trayce was Deathstrokes lover while
she was being trained by him. Suicide Mission: The deaths caused by the Vigilante tend to
weigh heavily.
Enemies
Though the various Vigilantes have primarily focused their often tangled with the Electrocutioner, and Dorian Chase has
sights on organized crime and corrupt lawmen, Adrian Chase crossed paths a number of times with the Titans.

Vixen
Born in the African nation of Zambesi, Mari is the daughter of
Reverend Richard Jiwe, who raised her alone after her mother Real Name: Mari Jiwe McCabe
was killed by poachers. Maris father perished at the hands of
his own half-brother, General Maksai, who sought to take the
Occupation: Model
legendary Tantu Totem from Rev. Jiwe. Mari fled to America, Base: Mobile, often New York City
where she established the identity of Mari McCabe and be-
came a fashion model in New York City.
Personality
Mari returned to Zambesi and took the Tantu Totem from
Gen. Maksai, using its power as the costumed crime fighter Mari McCabe has been on her own for much of her life. She
Vixen. She eventually joined the Justice League during one has built a successful career, both as a model and crime fight-
of its reorganizations and later confronted her uncle, who at- er, on her personal independence and determination. She is a
tempted to take back the Totem and died fighting Vixen after loyal friend willing to help those in need, but sometimes has
its magic transformed him into a raging beast. difficulties accepting help in turn.

Following another Justice League reorganization, Vixen spent Powers & Abilities
some time on her modeling career, but also worked with
the Suicide Squad and various other heroes such as Won- As Vixen, Mari wears the Tantu Totem, an amulet in the shape
der Woman and the Birds of Prey. She started a relationship of a foxs head. The Totem grants Vixen the ability to tap into
with Ben Turner, the Bronze Tiger, but ended it once she saw the Red or the morphogenetic field, the living (even spiritual)
it wasnt going anywhere. She worked briefly with the Inter- essence of animal life. She can mimic the abilities of any animal,
national Ultramarine Corps, and later rejoined the Justice ranging from the flight of a hawk to the speed of a cheetah,
League. the strength of a bull elephant, or even the stubbornness of

256 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Vixen PL10
STR STA AGL DEX FGT INT AWE PRE Offense
1 2 3 2 4 1 2 4 Initiative +7

Powers Unarmed +8 Close, Damage 1 (or more)

Tantu Totem: Variable 5 (25-points, animal traits), Free Action Defense


45 points Dodge 9 Fortitude 8
Common Animal Traits:
Cheetah: Damage 3 (claws, Penetrating 3, Strength-Based), Parry 4 Toughness 5/2*
Speed 6 Will 9 *Without Defensive Roll bonus
Hawk: Flight 4
Elephant: Growth 8, No Change in Size (+0) Power Points
Mule: Damage 2 (kick, Strength-Based), Enhanced Will 4 Abilities 38 Skills 22
(stubbornness)
Monkey: Enhanced Agility 5, Movement 1 (Safe Fall, Powers 45 Defenses 23
Limited to near a surface) Advantages 8 Total 136
Advantages Complications
All-out Attack, Attractive, Defensive Roll 3, Improved Initiative, Anansis Web: Vixen has been caught up in the schemes of
Languages, Move-by Action Anansi the Trickster before, and may be again.
Skills Animal Nature: Vixen sometimes loses herself in the primal
nature of the animals she mimics, particularly when she taps
Acrobatics 4 (+7), Athletics 4 (+5), Close Combat: Unarmed 4
into the Red without the Tantu Totem in her possession.
(+8), Deception 4 (+8), Expertise: Modeling 8 (+9/+12*), Insight
4 (+6), Perception 6 (+8), Persuasion 4 (+8), Stealth 4 (+7) Fiercely Independent: Vixen likes to deal with things herself,
*Presence-based which can sometimes lead to shutting out friends and allies
who want to help her.
a mule. Vixen sometimes calls Notes
out the name of an animal as
Vixens power level is 9 without any modifications from her
she mimics it, and a ghostly
animal abilities.
silhouette of the animal often
appears around her.

Vixens base traits are often be-


low her power level, since she fre-
quently augments them with her pow-
ers. For additional animal traits, see the
Appendix of this volume.

Allies
Vixen has been a frequent
member of the Justice
League of America and
knows many of its cur-
rent and former mem-
bers, including its
founders. She also
has some contacts
in the covert op-
erations commu-
nity through her
work with the
Suicide Squad and Checkmate, along with connections in the
world of high fashion and international media.

Enemies
The African trickster god Anansi claims to have created the
Tantu Totem that grants Vixen her powers but, as he himself
points out, he is a notorious liar with the ability to bend real-
ity to suit his schemes. He has interfered with Vixens life and
powers before, treating her as his pawn, and may do so again.

Heroes & Villains, Vol. 2 257


Andre Nutter (order #3338244) 1
Warlord
Years ago, Vietnam veteran Travis Morgan was shot down of the Skartaris, including his friend King Machiste and a
while flying an espionage mission over the U.S.S.R. His plane beautiful Russian archeologist, Mariah Romanov. Eventually,
passed over the North Pole and came down in Skartaris, a he freed the people of Skartaris and was declared their hero,
strange realm of swords, ancient science and sorcery. Here the Warlord. Along with his queen, Tara, he now rules over
he met the beautiful Princess Tara of Shambal- Shamballah.
lah before being enslaved by men in the service
of the tyrannical Deimos. Escaping, Morgan Since that time Travis has had numerous adventures in his ad-
led an army of freed opted home. Deimos has returned from death multiple times
prisoners, slaves and other threats have arisen to plague the land. The bizarre
and rebels against way time works in the realm has kept him young: he remains
Deimos. During much as he was when he arrived in Skartaris years ago. He
this time he met has returned to civilization a few times, but he al-
several denizens ways finds himself drawn back to the strange,
mystical land he now calls his home.

Recently, Morgan supposedly died and


was replaced as Warlord by his son,
Joshua (see Tinder). How this af-
fects one possible future where
he returns to the United States to
become president is unknown,
but it is unlikely the world has
seen the last of him.

Personality
First and foremost, Travis
Morgan is a warrior and a hero.
He cares about the welfare of his friends and
companions, tries to aid those in need, and is
willing to defend Skartaris from those who
would subjugate and destroy it. However,
hes not perfect. As an eighty-three-year-
old ex-fighter jock stuck in a younger
body, some of Morgans ideals and
habits seem a bit out of date. That
said, Warlord is not a bigot or a fool,
he just sometimes seems like a hero
from an earlier age. Given the nature
of the otherworldly realm he calls
home, this is rarely a problem.

Powers & Abilities


As his title implies, the Warlord is a
skilled warrior and marksman. He is
also an able tactician and pilot. The
strange time-bending nature of
Skartaris has allowed him to
cram the life experience of
an octogenarian into a
younger body.

Allies
Over the years the
Warlord has had many
allies. These include
his wife Tara, his
daughter Jennifer
and his son Tinder.
In addition to his
Real Name: Travis Morgan family he is often
Occupation: Hero
Base: Skartaris

258 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Warlord PL9
STR STA AGL DEX FGT INT AWE PRE Power Points
3 4 4 4 9 1 2 5 Abilities 64 Skills 42

Powers Powers 1 Defenses 23

Past Lives: Feature 1 (Reincarnation of other famous warriors) Advantages 26 Total 156

Equipment Complications

.44 Automag: Ranged Damage 4, Improved Critical 9 points Motivation Responsibility: Morgan feels a strong sense of
Sword: Strength-Based Damage 4, Improved Critical 5 points duty to his family, friends, and the free peoples of Skartaris.
Relationships: Tara (wife), Jennifer and Joshua (children), and
Advantages friends such as Mariah, Machiste and Shakira
Accurate Attack, All-out Attack, Benefit 4 (Warlord of Skartaris),
Connected, Defensive Attack, Defensive Roll 2, Equipment 3,
Improved Aim, Improved Disarm, Improved Initiative, Inspire,
Jennifer Morgan PL9 140 points
Languages (Skartaran), Leadership, Power Attack, Precise Abilities: Str 0 Sta 2 Agl 3 Dex 3 Fgt 4 Int 3 Awe 4 Pre 3
Attack (Close; Concealment), Quick Draw, Ranged Attack 2,
Takedown, Weapon Bind Powers: Mystical Senses (Sense 4 (Detect Magic, Ranged,
Acute, Analytical)); Levitation (Flight 2 (8 MPH, Concentration);
Skills Sorcery (Array (22 points), Magic Blast (Ranged Damage 10,
Affects Insubstantial (full effect), Dynamic), AE: Mystic Shield
Acrobatics 2 (+6), Athletics 9 (+12), Close Combat: Sword 3 (Deflect 12, Impervious Protection 5, Sustained, Dynamic), AE:
(+12), Deception 3 (+8), Expertise: Military 10 (+11), Expertise: Clairvoyance (Remote Sensing 11 (Sight)), AE: Dispel Magic
Skartaris 9 (+10), Expertise: Survival 6 (+7), Insight 6 (+8), (Nullify Magical Effects 10, Broad, Precise), AE: Cure (Healing 7,
Intimidation 7 (+12), Perception 6 (+8), Persuasion 7 (+12), Restorative, Stabilize), AE: Illusion-Casting (Illusion 7 (Visual
Ranged Combat: Guns 6 (+12), Stealth 2 (+6), Vehicles 8 (+12) and Auditory))
Offense Advantages: Artificer, Attractive, Benefit 2 (Supreme Sorceress
of Skartaris), Defensive Attack, Extraordinary Effort, Languages
Initiative +8
3, Ritualist. Trance
.44 Automag +12 Range, Damage 4, Critical 19-20
Skills: Athletics 4 (+4), Deception 4 (+7), Expertise: History
Sword +11 Close, Damage 7, Critical 19-20 5 (+8), Expertise: Magic 7 (+10), Expertise: Skartaris 7 (+10),
Insight 6 (+10), Perception 4 (+8), Persuasion 4 (+7), Ranged
Defense
Combat: Magic 5 (+8), Technology 2 (+5), Treatment 4 (+7)
Dodge 12 Fortitude 9 Offense: Initiative +3, Magic Blast +8 (Damage 10 plus others)
Parry 12 Toughness 6/4* Defense: Dodge 10, Parry 8, Fortitude 5, Toughness 2, Will 12
Will 9 *Without Defensive Roll Totals: Abilities 44 + Powers 37 + Advantages 11 + Skills 26 +
Defenses 22 = 140
accompanied by the warrior-king Machiste, Russian-born Complications: Relationships: Warlord (father), Joshua (half-
Mariah, and the catlike Shakira. brother) and various allies and friends. Sorceress: Must be able
to gesture and speak to use her powers effectively.
Enemies
The Warlord has fought many monsters, would-be conquer-
ors, and villains in his travels. Chief among these is the sor-
cerer tyrant Deimos.

Jennifer Morgan
For years, Jennifer believed her father Travis was dead. Jen-
nifer eventually learned he was alive and in the land of
Skartaris. Traveling to Skartaris to see her father, Jennifer
was captured by allies of Deimos, temporarily removing her
memory of her old life. Learning sorcery during this time, Jen-
nifer was eventually reunited with her father and her memory
returned. Now the beautiful silver-haired sorceress aids her
father and the people of Skartaris as one of the realms most
powerful magicians. From time to time Jennifer has returned
to Earth, often to aid the mystical community against some
grave threat. Like many sorcerers, Jennifer often uses Extra Ef-
fort to expand her spellcasting.

Heroes & Villains, Vol. 2 259


Andre Nutter (order #3338244) 1
Machiste
The Warlords best friend and king of the kingdom of Kiro,
Machiste met Travis Morgan when both were held captive
on a slave galley. Sold as gladiators, the pair led a revolt and
freed themselves and their fellow slaves. Returning home to
his kingdom, Machiste fell victim to a cursed mystical axe. He
became a bloodthirsty tyrant until Morgan cut off his friends
hand, freeing him from the weapons spell. Grafting a spiked
ball in place of his lost hand Machiste joined the Warlord on
many adventures. It was during this time he met Mariah Ro-
manov, with whom he would become stranded in the past
for a number of strange adventures. Eventually the two fell
in love and returned to the present where they again aided
Travis Morgan in his efforts to protect the people of Skartaris.

Machiste PL9 133 points Mariah


Abilities: Str 3 Sta 4 Agl 4 Dex 2 Fgt 9 Int 1 Awe 2 Pre 3 A Russian archeologist, Mariah Romanov met Travis Morgan
Powers Mace Hand (Strength-Based Damage 4, Feature (+2 to when he found himself temporarily stranded near Machu Pic-
Smash checks)) chu. Intrigued by Morgans tales of a land of lost cities and
strange creatures, Mariah returned with him to Skartaris. For
Advantages: All-out Attack, Benefit 3 (King of Kiro), Defensive
a time she was infatuated with Morgan, but eventually she
Roll 3, Improved Grab, Improved Smash, Inspire, Leadership,
found love in the arms of his friend, Machiste. In addition to
Move-by Action, Power Attack, Prone-Fighting, Ranged Attack
being a skilled archeologist, Mariah is a champion swords-
3, Set-up, Startle, Takedown, Teamwork, Tracking, Weapon Break
woman, skilled acrobat, and talented markswoman.
Skills: Acrobatics 1 (+5), Athletics 10 (+13), Close Combat: Mace
Hand 2 (+11), Expertise: Survival 6 (+7) Expertise: Skartaris 9
(+10), Expertise: Tactics 4 (+5), Insight 5 (+7), Intimidation 9 Shakira
(+12), Perception 6 (+8), Persuasion 2 (+5), Stealth 3 (+7)
The enigmatic and sensual Shakira met Travis Morgan during
Offense: Initiative +4, Mace Hand +11 (Damage 7), Unarmed
his adventures in Skartaris. Shakira has been a constant com-
+9 (Damage 3)
Defense: Dodge 10, Parry 11, Fortitude 10, Toughness 7/3*,
Will 8 *Without Defensive Roll Shakira PL8 157 points
Totals: Abilities 56 + Powers 5 + Advantages 23 + Skills 29 +
Abilities: Str 3 Sta 2 Agl 7 Dex 4 Fgt 7 Int 0 Awe 1 Pre 1
Defenses 20 = 133
Powers: Claws (Strength-Based Damage 2); Feline Form (Morph
Complication: Disability Missing Hand: Machiste is missing
1 (Black Cat), Continuous; Linked Shrinking 6, Continuous);
his right hand, Relationship (Mariah)
Feline Grace (Enhanced Advantages 4 (Agile Feint, Evasion, Skill
Mastery (Acrobatics), Skill Mastery (Athletics), Uncanny Dodge),
Mariah PL8 127 points Movement 2 (Safe Fall, Sure-Footed); Leaping 1; Speed 1 (4
MPH)); Feline Senses (Senses 2 (Low-Light Vision, Acute Smell))
Abilities: Str 2 Sta 2 Agl 5 Dex 4 Fgt 8 Int 3 Awe 3 Pre 2
Advantages: Agile Feint, All-out Attack, Attractive, Defensive
Equipment: Saber: Strength-Based Damage 3, Improved Attack, Defensive Roll 2, Evasion, Hide in Plain Sight, Improved
Critical 2 Critical (Claws), Improved Defense, Improved Initiative, Luck
Advantages: Attractive, Accurate Attack, Defensive Attack, 2, Move-by Action, Ranged Attack 1, Skill Mastery (Acrobatics),
Defensive Roll 3, Equipment 1, Improved Aim, Improved Skill Mastery (Athletics), Tracking, Uncanny Dodge
Defense, Languages 3, Ranged Attack 3, Taunt, Teamwork, Skills: Acrobatics 7 (+14), Athletics 5 (+8), Close Combat: Claws 4
Weapon Bind (+11), Close Combat: Swords 1 (+8), Deception 7 (+8), Expertise:
Skills: Acrobatics 4 (+9), Athletics 6 (+8), Close Combat: Skartaris 5 (+6), Insight 4 (+5), Intimidation 5 (+6), Perception 8
Swords 3 (+11), Deception 5 (+8), Expertise: Archeology 6 (+9), (+9), Persuasion 7 (+8), Sleight of Hand 4 (+8), Stealth 7 (+14)
Expertise: Survival 4 (+7) Expertise: Skartaris 6 (+9), Insight 5 Offense: Initiative +11, Claws +11 (Damage 5, Critical 19-20)
(+8), Intimidation 4 (+6), Perception 6 (+9), Persuasion 5 (+7),
Defense: Dodge 12, Parry 12, Fortitude 7, Toughness 4/2*, Will
Stealth 5 (+9), Treatment 2 (+5), Vehicles 2 (+6)
8 *Without Defensive Roll
Offense: Initiative +5, Saber +11 (Damage 5, Critical 18-20),
Totals: Abilities 50 + Powers 39 + Advantages 14 + Skills 32 +
Unarmed +8 (Damage 2)
Defenses 22 = 157
Defense: Dodge 11, Parry 11, Fortitude 6, Toughness 5/2*, Will
9 *Without Defensive Roll
Complication: Devoted Companion: Shakira is completely
devoted to the Warlord and rarely leaves his side. Feline Be-
Totals: Abilities 58 + Powers 0 + Advantages 18 + Skills 32 + havior: Shakira exhibits many feline behaviors even when in
Defenses 19 = 127 human form. She plays with her opponents, hates water and
Complication: Relationship: Machiste. alternatively craves independence and affection at her whim.

260 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Tara PL8 119 points Tinder PL8 129 points
Abilities: Str 2 Sta 2 Agl 4 Dex 4 Fgt 6 Int 2 Awe 2 Pre 3 Abilities: Str 2 Sta 3 Agl 5 Dex 4 Fgt 7 Int 2 Awe 1 Pre 3
Equipment: Sword: Strength-Based Damage 3, Improved Equipment: Bow & Arrows: Ranged Damage 4; Dagger:
Critical, Throwing Knives: Strength-Based Ranged Damage 1, Strength-Based Damage 1, Improved Critical; Sword: Strength
Improved Critical Based Damage 4, Improved Critical
Advantages: Attractive, Benefit 4 (Queen of Shamballah), Advantages: All-out Attack, Attractive, Benefit 3 (Son of the
Defensive Roll 3, Equipment 2, Grabbing Finesse, Improved Warlord), Close Attack 1, Defensive Attack, Defensive Roll 2,
Defense, Improved Trip, Leadership, Ranged Attack 2, Set-up, Evasion, Equipment 3, Improved Aim, Improved Defense,
Taunt, Teamwork Inspire, Move-by Action, Power Attack, Quick Draw, Ranged
Attack 3,Takedown, Teamwork
Skills: Acrobatics 3 (+7), Athletics 5 (+7), Close Combat: Swords
4 (+10), Deception 6 (+9), Expertise: Skartaris 8 (+10), Expertise: Skills: Acrobatics 3 (+8), Athletics 6 (+8), Close Combat: Swords
Tactics 2 (+4), Insight 5 (+7), Perception 5 (+7), Persuasion 2 (+9), Deception 3 (+6), Expertise: Magic 2 (+4), Expertise:
7 (+10), Ranged Combat: Throwing 4 (+10), Stealth 4 (+8), Performance 3 (+6), Expertise: Skartaris 5 (+7), Expertise: Survival
Treatment 3 (+5) 4 (+6), Expertise: Tactics 2 (+4), Insight 4 (+5), Intimidation 4 (+7),
Perception 7 (+8), Persuasion 4 (+7), Ranged Combat: Bows 5
Offense: Initiative +4, Sword +10 (Damage 5, Critical 19-20),
(+12), Sleight of Hand 3 (+7), Stealth 4 (+8)
Throwing Knife +10 (Damage 3, Critical 19-20), Unarmed +6
(Damage 2) Offense: Initiative +5, Bow & Arrows +12 (Damage 4), Dagger
Defense: Dodge 10, Parry 11, Fortitude 6, Toughness 5/2*, Will +8 (Damage 3, Critical 19-20), Sword +10 (Damage 6, Critical
19-20), Unarmed +8 (Damage 2)
9 *Without Defensive Roll
Defense: Dodge 11, Parry 11, Fortitude 7, Toughness 5/3*, Will
Totals: Abilities 50 + Powers 0 + Advantages 19 + Skills 28 +
7 *Without Defensive Roll
Defenses 22 = 119
Totals: Abilities 54 + Powers 0 + Advantages 24 + Skills 33 +
Complications: Relationships: Travis Morgan, husband, and
Defenses 20 = 129
Morgana, daughter.
Complication: In His Fathers Shadow: Tinder feels
panion to the Warlord ever since, attaching herself to him so responsible for his fathers death and is unsure how he will live
naturally that even his wife Tara has come to accept the rela- up to the Warlords reputation. Prior to these events, he was
tionship as inevitable. Shakira refuses to reveal if she is a woman often troubled by the mystery surrounding his true parentage.
who turns into a cat or a feline somehow possessing the ability
to take a human form, instead saying why spoil a thing by tak-
ing away all the mystery? In any event, she is a fearsome fighter
and skilled huntress. She has recently begun traveling with
Joshua Morgan (see Tinder) since he became the new Warlord.

Tara
Queen of the nation of Shamballah and wife of the Warlord,
Tara was one of the first non-hostile individuals Travis Morgan
met when he arrived in Skartaris. The two quickly fell in love
and eventually were married. The couple has been separated
more than once, often thinking each other dead, but they al-
ways find each other. In addition to being wife of the famous
Warlord and mother to his son, Joshua, Tara is a formidable
warrior and respected leader in her own right. Shortly after
Travis recent apparent demise, Tara gave birth to their daugh-
ter, the magically gifted Morgana.

Tinder
Tinder is Joshua Morgan, son of Travis Morgan and his wife
Tara. Thought corrupted by Deimos and killed in battle with
Travis, he was actually raised by another family. After meet-
ing the Warlord later in life, the boy began to support the
Warlord on his adventuresfirst as a sidekick and later as a
trained warrior. Recently Travis was apparently accidentally
killed by Tinder, just as he recognized the boy as his long-lost
son. After this tragedy, Tinder became Joshua Morgan, the
new Warlord. Though not as experienced as his father, he is
courageous, brave and heroic. He has some small talent with
magic, but he has not developed it like his half-sister, Jennifer.

Heroes & Villains, Vol. 2 261


Andre Nutter (order #3338244) 1
Weather Wizard
Weather Wizard PL10
STR STA AGL DEX FGT INT AWE PRE
0 2 3 3 3 3 2 1
Powers
Cloud Riding: Flight 5 (60 MPH) 10 points
Weather Control: 30-point Array
Air Control: Burst Area Move Object 10, Dynamic 31 points
Extreme Weather: Environment 10 (Intense Cold, Impede
Movement, Visibility), Dynamic 2 points
Fog: Visual Concealment Attack, Cloud Area 5 (250 ft.
radius), Dynamic 2 points
Glacier: Create Ice 10, Continuous, Dynamic 2 points
Lightning: Ranged Damage 14, Dynamic, Indirect 2 2 points
Tornado: Burst Area Ranged Damage 10, Dynamic 2 points
Weather-Proof: Immunity 10 (Weather Effects) 10 points

Advantages
Accurate Attack, Defensive Roll 4, Favored Environment
(Extreme Weather), Inventor, Teamwork

Skills
Expertise: Criminal 4 (+7), Expertise: Meteorology 11 (+14),
Ranged Combat: Lightning Bolt 3 (+6), Sleight of Hand 4 (+7),
Technology 10 (+13), Vehicles 4 (+7)

Offense
Initiative +1
Lightning Bolt +6 Ranged, Damage 14
Tornado Ranged Burst Area, Damage 10

Defense
Dodge 12 Fortitude 6
Parry 9 Toughness 6/2*
Will 10 *Without Defensive Roll.

Power Points
Abilities 34 Skills 18
Powers 61 Defenses 27
Advantages 8 Total 148

Complications
Guilt: Mardon feels guilt about the death of his brother Clyde.
Quirk: Even though he no longer needs to use his wand,
Mark Mardon was serving jail time for robbery when he es- Weather Wizard still chooses to use it as a focus for his powers.
caped and fled to the observatory where his brother Clyde
was working on an experimental weather-controlling wand.
the original Rogues who tangled with Barry Allen, and when
When Clyde called Central City police to turn him in, Mark
Allen apparently died, Mardon pondered retiring from his life
panicked at the thought of returning to jail and accidentally
of crime. However, the Rogues were drawn back together ev-
killed his brother with the weather wand. This crime haunts
ery time a new speedster took up the mantle of the Flash.
Marks conscience to this day.

Guilt did not prevent Mark from using his brothers technol- Personality
ogy to commit crimes as the Weather Wizard. He was among
Weather Wizard is about as unpredictable as, well, the weath-
er. Mark delights in using his powers for destruction regard-
less of the collateral damage to others, but he is burdened
Real Name: Mark Mardon by a sense of guilt over his brothers death. Likewise, despite
Occupation: Criminal having enough savvy to apply his brothers weather technol-
Base: Central City ogy, he unnecessarily limits his powers and his crimes, appar-
ently incapable of visualizing destruction on a global scale.

262 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Powers & Abilities Allies
Weather Wizard can control the weather to affect an entire Weather Wizard is a long-standing member of the Rogues, a
city or direct a focused strike on an individual. Fortunately, group of super-villains united by their hatred of the Flash.
Mardon is not terribly creative and mostly uses his powers in
destructive ways. He can summon a storm, blanket an area Enemies
with fog, call lightning bolts from the sky, generate miniature
Weather Wizard almost always finds himself opposed by one
glaciers and whip up hurricane-force winds.
of the many heroes called Flash.

Wildcat
Wildcat PL11 Real Name: Ted Grant
STR STA AGL DEX FGT INT AWE PRE Occupation: Adventurer, former gym owner,
4 4 4 2 12 0 2 2 former heavyweight boxing champion
Powers Base: New York
Nine Lives: Immortality 19, Subtle; Limited to nine uses
20 points Ted Grant was an up-and-coming boxer framed for the mur-
Equipment der of his trainer who was inspired by stories of Green Lan-
tern (Alan Scott) to put on a mask and adopt a heroic per-
Vehicle: Motorcycle 10 points sona. Successfully clearing his own name, hes stayed in the
Size: Medium Str: 1 Speed: 6 Def: 10 Tou: 8 costumed-hero arena ever since. Grant recently was reunited
with an estranged son that the elder Wildcat is training to
Advantages take on the name some day.
Agile Feint, All-out Attack, Assessment, Close Attack 5,
Defensive Attack, Defensive Roll 4, Diehard, Equipment 2,
Evasion, Fast Grab, Improved Critical 2 (Unarmed), Improved
Defense, Improved Grab, Improved Hold, Improved Initiative,
Improved Trip, Luck, Power Attack, Takedown 2, Taunt

Skills
Acrobatics 6 (+10), Athletics 10 (+14), Deception 4 (+6),
Expertise: The Sweet Science of Boxing 14 (+14), Insight 6 (+8),
Intimidation 8 (+10), Investigation 4 (+5), Perception 8 (+10),
Persuasion 4 (+6), Stealth 8 (+10), Vehicles 8 (+10)

Offense
Initiative +8
Unarmed+17 Close, Damage 4 (Crit. 18-20)

Defense
Dodge 13 Fortitude 9
Parry 14 Toughness 8/4*
Will 10 *Without Defensive Roll.

Power Points
Abilities 60 Skills 40
Powers 20 Defenses 24
Advantages 30 Total 174

Complications
Road Not Taken: Grant has more emotional and physical scars
than he cares to count and is determined to help younger
heroes avoid as many of his (many) mistakes as possible.
Simple is Better: Wildcat isnt known for complex tactics or
subtle plans: decades of experience have taught him most
problems actually can be solved with his fists.

Heroes & Villains, Vol. 2 263


Andre Nutter (order #3338244) 1
Personality plished fighters. A curse laid on Grant by a magical enemy
was transformed by ally John Zatara into a blessing giving
Wildcat is down-to-earth, pragmatic and projects a common Grant nine lives. When he dies he is immediately resurrected
man demeanor. Hes aggressive and unrelenting when he be- in a physical condition similar to when he received the gift
lieves himself in the right, but too laid back to hold grudges (hence his longevity). For decades he benefitted from the
except in extreme circumstances. Hes sometimes impatient, same Karkull-based longevity as his teammates in the JSA.
but always willing to share his skills and hard-earned wisdom
with those in need, especially younger heroes. Allies
Powers & Abilities His allies include his teammates in the JSA, as well as the
younger heroes he helped train, such as Batman and Black
Ted Grant is one of the best unarmed fighters in the world, Canary.
a former undefeated heavyweight boxing champion with
more than half a century of experience using his fists against Enemies
a broad variety of opponents. Though hes also an expert in
other martial disciplines, his heart remains with the sweet Wildcats enemies are the enemies of the JSA, as Wildcat nev-
science and his fists are feared, even by other highly accom- er really accrued prominent personal adversaries.

WIldfire
Wildfire
Drake gained his powers from an experiment conducted at
Metropolis University involving a new propulsion system. His Real Name: Drake Burroughs
new form was captured by Professor Vultan in a specialized
containment suit that allowed Drake to have a limited form
Occupation: Legionnaire
of normal life, and to fire bolts of his energy and to fly. Calling Base: Legion HQ
himself Erg-1, Drake applied for Legion membership, but was
rejected because he had only limited control of his abilities. Drake spends a lot of time at the Legion Academy, where he
Following the Legionnaires on a mission, he saved Colossal helps train prospective Legionnaires. It was there that he met
Boys life, but at the cost of his containment suit. Returning to his protg Dawnstar, and their relationship has fluctuated
Earth, he reclaimed his repaired suit and was offered Legion between platonic and romantic for quite some time.
membership as Wildfire.
Personality
In simple terms, Drake is the most brash and abra-
sive member of the Legion. He is aggressive
and totally without tact. His harsh personality
causes many Legionnaires to react negatively to
him, even though his words rarely indicate what
he truly feels. Drake even tends to be abrasive to
Dawnstar, for whom he harbors strong romantic
feelings, though for her he can sometimes tone
it down.

Powers & Abilities


Wildfire is a living field of extremely vola-
tile living anti-energy. His energy form
is normally contained in a suit designed
specifically to allow him to interact and
communicate normally. In his suit,
Wildfire can fly and fire devas-
tating bolts of energy.

Allies
As a Legionnaire of
good standing, Drake
is able to call upon
his teammates and
their allies when
he needs assis-
tance.

264 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Wildfire PL11
STR STA AGL DEX FGT INT AWE PRE Skills

13* 12 6 2 6 1 2 0 Deception 2 (+2), Expertise (Earth) 5 (+6) Expertise (Instruction)


4 (+5), Perception 4 (+6), Ranged Combat (Damage) 5 (+7)
*None without Containment Suit
Powers Offense
Anti-Energy Form: Anti-Energy Blast (Ranged Damage 15, Initiative +6
Quirk: Using more than 13 ranks destroys containment suit, Negative Energy Blast +7 Ranged, Damage 13
see Complications), Enhanced Strength 17 (4 ranks Limited
to lifting (3,000 tons)), Protection 2 (Impervious 6), Flight Unarmed +6 Close, Damage 13
14 (32,000 MPH), Immunity 10 (Life Support), Movement 3
Defense
(Space Travel) 102 points
Dodge 8 Fortitude 14
Equipment
Parry 8 Toughness 12
Flight Ring: Communication 5 (subspace radio, Anywhere,
Will 6
Limited to Distress Signal 3); Flight 7 (250 MPH) 19 points
Telepathic Ear Plug: Comprehend 3 (Languages), Mental Power Points
Communication 1 (Close Range) 10 points
Transsuit: Immunity 10 (Life Support, Quirk: not for starvation Abilities 48 Skills 10
and thirst) 9 points Powers 102 Defenses 10
Advantages Advantages 16 Total 186

All-out Attack, Benefit (Legion Membership), Diehard, Complications


Equipment 6, Extraordinary Effort, Move-by Action, Power
Containment Suit: Wildfire is dependent on a containment suit
Attack, Seize Initiative, Taunt
to give his anti-energy form and substance. If his suit is ruptured
or destroyed, he becomes permanently incorporeal (Insubstantial
Enemies 4), loses the range on his anti-energy blast Damage, and cannot
Wildfire has no enemy specific to him but, like all Legion- speak until he gets a new containment suit.
naires, must contend with the villains that the Legion as a MotivationAcceptance: Wildfire wants to feel normal and
whole has accrued over their existence. accepted, but his energy state makes this difficult.

Wonder Girl
Cassandra Sandsmarks mother, noted archeologist Dr. Hel-
ena Sandsmark, worked with Wonder Woman for a time in
Gateway City. The young Cassie idolized Wonder Woman,
and borrowed magical artifacts (the Gauntlet of Atlas and
the Sandals of Hermes) to aid her on several occasions, dis-
guising herself as Wonder Girl.

Cassie later received a boon from Zeus and asked for powers
of her own, which the Lord of Olympus granted. She even-
tually learned Zeus was her real father and that she was a
demigod.

Wonder Girl joined Young Justice, and then a later incarna-


tion of the Teen Titans. Her feelings for her teammate Su-
perboy developed from a crush to a romantic relationship.
During her time with the Titans, Wonder Girl gained the at-
tention of the war-god Ares, who gave her the magic lasso.
She was also forced by circumstance to reveal her true iden-
tity to the world.

Real Name: Cassandra Elizabeth Cassie Sandsmark


Occupation: Hero
Base: Titans Tower, San Francisco

Heroes & Villains, Vol. 2 265


Andre Nutter (order #3338244) 1
Wonder Girl PL12
STR STA AGL DEX FGT INT AWE PRE Offense

14 10 8 4 7 1 2 3 Initiative +8
Magic Lasso +12 Ranged, +12 Grab
Powers
Unarmed +10 Close, Damage 14
Magic Lasso: Move Object 12, Ranged Damage 12 (lightning,
Requires Grab), Easily Removable (14 points) 22 points Defense
Soaring: Flight 10 (2,000 MPH) 20 points
Strength of Zeus: Enhanced Strength 3, Limited to Lifting Dodge 12 Fortitude 12
(Lifting Str 17) 3 points Parry 12 Toughness 12/10*

Advantages Will 12 *Without Defensive Roll.

Attractive, Defensive Roll 2, Ranged Attack 4, Teamwork Power Points

Skills Abilities 98 Skills 17

Acrobatics 4 (+12), Athletics 4 (+18), Close Combat: Unarmed 3 Powers 45 Defenses 21


(+10), Expertise: Mythology 4 (+5), Insight 5 (+7), Perception 5 Advantages 8 Total 189
(+7), Persuasion 5 (+8), Ranged Combat: Lasso 4 (+12)
Complications
Relationship: Romantic relationship with Superboy.
Personality
Responsibility: Feels responsible for taking charge.
Wonder Girl has changed from a hero-worshipping young-
ster into a serious and determined young woman. She has Allies
developed independence and leadership skills while retain-
ing some of her carefree teenage qualities. Wonder Girls big sisters are Donna Troy and Diana Prince
(Wonder Woman). She is also good friends with the members
Powers & Abilities of the Teen Titans, particularly those who were members with
her of Young Justice. She and Superboy (Connor Kent) have
Wonder Girl has Amazonlike powers of strength, stamina, an ongoing and sometimes complex romantic relationship.
speed and agility, though at a higher level than most Ama-
zons other than Wonder Woman herself. She has the power Enemies
of flight and wields a magic lasso given to her by Ares which
Most of Wonder Girls foes are those she has faced alongside
can channel Olympian lightning.
Young Justice and the Teen Titans.

Wonder Woman
The goddesses of the Greek pantheon, led by Athena, res-
urrected the spirits of women who died by violence at the Real Name: Diana; Diana Prince (cover identity)
hands of men as the Amazons, a society of warrior women
devoted to the ideals of peace. After the Amazons were be-
Occupation: Ambassador, agent of the DMA
trayed and abused by the demigod Hercules, the goddesses Base: Washington, D.C.
created a new home for them on the hidden island of Themy-
scira, also known as Paradise Island.
Queen Hippolyta announced a tournament to choose the
Hippolyta, queen of the Amazons, longed for a child, not most skilled Amazon to bring Trevor back to Patriarchs
aware that her spirit was a woman who died while pregnant. World, but forbade Diana from entering, because she did
She prayed to the goddesses and received a vision to go to not wish to lose her. Diana disobeyed her mothers wishes,
the shore of Themyscira and fashion a child out of clay. Then entering the tournament in disguise. When Diana won and
the goddesses infused the clay with the spirit of Hippolytas revealed her true identity, Hippolyta had no choice but to
unborn child, blessing her with special powers and abilities. bow to Amazon tradition and the will of the gods. Dressed
The Amazon queen named her daughter in honor of Diana in ceremonial armor based on Diana Trevors W.A.C. em-
Trevor, a great heroine from the outside world who aided blems, and bearing the Lasso of Truth forged by Hephaestus
Themyscira in a time of need. from the Girdle of Gaea, Diana left Themyscira and brought
Col. Trevor back to the outside world. There she thwarted
When the mad god Ares wished to plunge the world into Ares plans to spark a new world war and became known as
war, he began by attempting to destroy Themyscira using a Wonder Woman.
diverted U.S. Air Force plane piloted by Colonel Steve Trevor,
Diana Trevors son. When Col. Trevor managed to eject from Since then, Diana has wholeheartedly adopted the role of
his plane, Princess Diana rescued him, making him the first Themysciras ambassador to Patriarchs World and a sym-
man on Themyscira. bol of hope for all, particularly women. Her Wonder Woman

266 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Foundation supports a number of charitable causes.
Wonder Woman has adopted the secret identity of
Diana Prince, working as an agent of the De-
partment of Metahuman Affairs, to better
keep in touch with humanity and provide
her an alternative to her super hero celeb-
rity life.

Personality
Diana is best known for her loving and com-
passionate heart. Still, anyone who mistakes her
kindness for weakness is sorely mistaken, as Won-
der Woman has demonstrated on many occasions.
She is a fierce warrior, willing to do whatever needs
to be done, but she prefers negotiation and peaceful
solutions to violence.

Powers & Abilities


The goddesses of Olympus blessed Diana at her birth
with many gifts: great beauty and a loving heart from
Aphrodite, great wisdom and prowess in battle
from Athena, the strength and stamina
of Gaia from Demeter, the eye of the
hunter and unity with the beasts from
Artemis, and sisterhood
with fire from Hestia,
connecting her with the
fires of truth. The messen-
ger god Hermes also granted
her great speed and the power
of flight.

Due to a spell cast upon her by her foe Circe, Wonder


Woman is powerless and entirely human in her Diana
Prince identity. When human she must rely solely on her con-
siderable skills and determination, which have proven more
than equal to the challenge.

Wonder Woman wields the Golden Lasso of Truth, forged by


Hephaestus from the Girdle of Gaia. Anyone bound by it is
forced to speak only the truth. Her Bracelets of Victory, forged
from Athenas Aegis, allow her to deflect attacks.

Allies
Wonder Woman is a founding member of the Justice League
and can call on them for aid. Her Amazon little sisters Donna
Troy and Cassie (Wonder Girl) Sandsmark look up to Diana,
though even these relationships have had their ups and
downs. The same is true of Dianas relations with her sister
Amazons, though they generally hold their princess in high
regard.

Diana Prince has contacts with the Department of


Metahuman Affairs and the U.S. government, in-
cluding her friends Steve Trevor and Etta Candy.

Enemies
Wonder Womans foes include the immortal
sorceress Circe, and the Cheetah, who is em-
powered by ancient transformative magic.
She frequently has fought Villainy, Inc., a
gathering of female foes including Dr. Poison

Heroes & Villains, Vol. 2 267


Andre Nutter (order #3338244) 1
Wonder Woman PL15
STR STA AGL DEX FGT INT AWE PRE Defense

16 14 10 8 14 2 4 6 Dodge 16 Fortitude 14
Parry 16 Toughness 14
Powers
Will 16
Bracelets of Victory: Impervious Toughness 10, Sustained,
Removable (2 points) 8 points Power Points
Magic Lasso: Move Object 16 Linked to Ranged Affliction 16
(Resisted by Will; Vulnerable, Compelled), Limited to Telling the Abilities 148 Skills 29
Truth, Limited Degree, Easily Removable (16 points) 22 points Powers 59 Defenses 20
Quick Change: Feature 1 (change into Wonder Woman as a
Advantages 17 Total 273
free action) 1 point
Speed of Hermes: Flight 11 (4,000 MPH) 22 points Complications
Strength of Gaia: Enhanced Strength 6, Limited to Lifting
(Lifting Str22; 100,000 tons) 6 points Enemies: Circe and the Cheetah.
Power Loss: In her Diana Prince identity, Wonder Woman has
Equipment
no powers and the abilities of an ordinary (if athletic and skilled)
Vehicle: Invisible Plane 44 points woman. Her Str and Sta are 3 and her Dex and Agl are 4.
Size: Huge Str: 20 Def: 6 Tou: 11 Features: Concealment 2 Responsibility: To Themyscira.
(visual), Flight 11
Secret Identity: Diana Prince, agent of the Department of
Advantages Metahuman Affairs

Animal Empathy, Attractive, Benefit (Ambassador of Themyscira),


Equipment 9, Languages 2, Ranged Attack 4, Teamwork Bullets & Bracelets
Skills Wonder Womans Amazon bracelets can casually deflect
Acrobatics 6 (+16), Athletics 4 (+20), Expertise: Mythology 8 attacks, providing her with the benefits of Impervious
(+10), Insight 10 (+14), Intimidation 4 (+10), Investigation 6 Toughness at the cost of a free action each round. This
(+8), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: allows her to largely ignore minor attacks like bullets
Lasso 2 (+14), Vehicles 4 (+12) (even a hail of automatic gunfire, thanks to the Speed
of Hermes). Dianas Toughness is sufficient to shrug off
Offense many attacks, but without her bracelets (or the oppor-
Initiative +10 tunity to use them) she must still make Toughness
resistance checks against even ordinary gunshots or
Lasso +14 Ranged, Move Object 16 (+16 grab bonus) weapons, which may damage her.
Unarmed +14 Close, Damage 16
Weapon +14 Close, typically Damage 18-19
and Giganta, and Dr. Psycho has made attempts to manipu-
late and control Wonder Woman in the past.

Dianas first and greatest foe was the war-god Ares, who is no
longer a threat to her or the world. However, various of Ares
offspring and creations, such as his daughter Eris, continue to
undermine peace in the world.

Steve Trevor
Colonel Steve Trevors mother, Diana Rockwell Trevor, was a
U.S. W.A.C. who crash-landed on Themyscira as the Amazons
fought to keep the doorway to the underworld there sealed.
She used her pistol to aid them at the cost of her own life,
making her an Amazon hero.

Years later, Ares attempted to use Steve Trevor to destroy the


Amazons and their island, but he was able to overcome his
copilot and thwart the attempt. Princess Diana rescued him
from the crash of his fighter plane and later brought him back
to Patriarchs World.

Steve eventually retired from military service, married long-


time colleague Etta Candy, and became Deputy Secretary of
Defense working with agencies like the Department of Meta-
human Affairs.

268 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
Steve Trevor PL6 80 points
Abilities: Str 2 Sta 3 Agl 1 Dex 2 Fgt 5 Int 1 Awe 1 Pre 2
Advantages: Benefit 2 (military rank), Connected, Diehard
Skills: Athletics 6 (+8), Close Combat: Unarmed 3 (+8),
Expertise: Military 8 (+9), Insight 4 (+5), Intimidation 4 (+6),
Perception 4 (+5), Ranged Combat: Guns 6 (+8), Stealth 4 (+5),
Treatment 3 (+4), Vehicles 8 (+10)
Offense: Initiative +1, Pistol +8 (Damage 3), Unarmed +8
(Damage 2)
Defense: Dodge 7, Parry 8, Fortitude 6, Toughness 3, Will 6
Total:s Abilities 34 + Powers 0 + Advantages 4 + Skills 25 +
Defenses 17 = Total 80

Etta Candy PL5 64 points


Abilities: Str 1 Sta 2 Agl 0 Dex 2 Fgt 4 Int 2 Awe 1 Pre 1
Advantages: Benefit (military rank)
Skills: Athletics 5 (+6), Close Combat: Unarmed 2 (+6),
Deception 3 (+4), Expertise: Military 6 (+8), Insight 6 (+7),
Investigation 4 (+6), Perception 4 (+5), Ranged Combat: Guns 6
(+6), Stealth 4 (+4), Treatment 2 (+4), Vehicles 2 (+4)
Offense: Initiative +0, Pistol +6 (Damage 3), Unarmed +6
(Damage 1)
Defense: Dodge 6, Parry 6, Fortitude 4, Toughness 2, Will 6
Totals: Abilities 26 + Powers 0 + Advantages 1 + Skills 22 +
Defenses 15 = Total 64

Etta Candy
Air Force Lieutenant Etta Candy served as Col. Steve Trevors
aide when Ares attempted to use him as his instrument
against the Amazons. She remained fiercely loyal to her boss
and helped to uncover the conspiracy of Ares worshippers
in the military-industrial complex. Steve and Etta realized ro-
mantic feelings for each other and later married.

Etta became an intelligence officer with the DMA, assigned to


work with agent Diana Prince, and later became part of the
U.N. Authoritys observation of the DMA and its activities.

Artemis
Artemis was born to the Bana-Migdhall tribe of Amazons. Artemis PL13 158 points
Even as a very young woman she protested her tribes plan
Abilities: Str 10 Sta 10 Agl 8 Dex 6 Fgt 13 Int 0 Awe 2 Pre 3
to go to war with the Amazons of Themyscira, a plan made
under the influence of the sorceress Circe. After years of exile Powers: Immunity 1 (Aging), Senses 1 (Mystic Awareness)
in a demon dimension as a result of Circes machinations, the Advantages: All-out Attack, Attractive, Defensive Roll 2,
Amazons were returned home. Having seen a vision of Won- Languages, Precise Attack (Close, Concealment), Ritualist
der Womans death, Hippolyta declared a new contest for the
Skills: Acrobatics 4 (+12), Athletics 8 (+18), Expertise: Magic
role, and rigged it so Artemis would win. Artemis served as
4 (+4), Expertise: Tactics 8 (+8), Insight 4 (+6), Intimidation 8
Wonder Woman and Themysciras emissary until a conflict
(+11), Perception 6 (+8), Ranged Combat: Bows 4 (+12), Stealth
with the White Magician resulted in her death, as Hippolyta
4 (+12), Treatment 2 (+2), Vehicles 2 (+8)
had foreseen.
Offense: Initiative +8, Sword +13 (Damage 13), Unarmed +13
Artemis fought her way out of hell to return to the world of (Damage 10)
the living, where she eventually became an ally of Princess Defense: Dodge 13, Parry 13, Fortitude 14, Toughness 12/10,
Diana, and mentor and teacher to Cassie Sandsmark (Wonder Will 11
Girl). She remains a high-ranking and influential Amazon and
one of their greatest warriors. Totals: Abilities 104 + Powers 2 + Advantages 7 + Skills 27 +
Defenses 18 = Total 158

Heroes & Villains, Vol. 2 269


Andre Nutter (order #3338244) 1
DC Adventures Heros Handbook), Hippolyta felt the calling of
her unborn childs spirit. Going to the shore of Themyscira,
she fashioned the image of an infant out of clay, which the
gods quickened to life. She named her daughter Diana.

Hippolyta has always sought to protect her daughter. She


initially opposed the idea of Diana leaving the safety of The-
myscira to go to Patriarchs World until it was clear that it was
the will of the gods that she do so. She likewise arranged for
Artemis to take Dianas place as Wonder Woman when she
had a vision of a future in which Wonder Woman would die.
Diana and her mother have had their differences, but they
feel a deep and abiding love for each other.

Hippolyta PL12 158 points


Abilities Str 9 Sta 9 Agl 5 Dex 4 Fgt 12 Int 3 Awe 3 Pre 5
Powers: Immunity 1 (Aging)
During her time as Wonder Woman, Artemis wielded the Las-
Advantages: Attractive, Benefit 4 (Queen of Themyscira),
so of Truth, the Gauntlet of Atlas and the Sandals of Hermes,
Defensive Attack, Defensive Roll 2, Languages
increasing her Str, Sta, and Speed to equal Dianas.
Skills: Acrobatics 6 (+11), Athletics 8 (+17), Expertise: History
10 (+13), Insight 8 (+11), Intimidation 4 (+9), Perception 5
Hippolyta (+8), Persuasion 7 (+12), Ranged Combat: Throwing 6 (+11),
Vehicles 4 (+8)
The Queen of the Amazons was born, like her sisters, from Offense: Initiative +5, Sword +12 (Damage 12), Unarmed +12
the Womb of Gaia, bearing the souls of women who died vio- (Damage 9)
lently at the hands of men. Unlike her sisters, Hippolyta was Defense: Dodge 12, Parry 12, Fortitude 12, Toughness 11, Will 12
the only Amazon who was pregnant upon her mortal death.
Long after their departure from Patriarchs World and settle- Totals: Abilities 100 + Powers 1 + Advantages 9 + Skills 29 +
ment on the island of Themyscira (see pages 203204 of the Defenses 19 = Total 158

The Young All-Stars plans. Time and again, wartime necessity pressed the Young
The Young All-Stars was one of several splinter groups from
the World War II team the All-Star Squadron, consisting of All-Stars into action. Most often, they clashed with the me-
several youthful mystery men, most of whom had been de- tahuman fascists known as Axis Amerika. There was hatred
nied full Squadron membership because of their age. Dyna- and bloodshed between the two squads, as Axis Amerika
Mite was the exception, but preferred the company of heroes member Der Fledermaus died during a face off between the
closer to his own age, especially his newfound friend Iron teams, and the Tigress nearly perished from a wound inflicted
Munro. The eighteen-year-old Munro came to the Squad- by the Axis Gundra. Though she survived, the bitter Tigress
rons attention after saving Dyna-Mite from the attack that left the Young All-Stars soon after.
killed his partner TNT. Fury had been rescued by Squadron
The Young All-Stars exploits became journeys of discovery
chairman Liberty Belle, and only became aware of her pow-
for many of its members. In far-flung adventurers that took
ers after an attack on the teams headquarters. Flying Fox and
the team around the globe, both Iron Munro and Neptune
Neptune Perkins had both lost parents in Nazi attacks, and
Perkins at long last learned the sources of their fantastic pow-
left their isolated homes to assist the Allied cause. The Tigress
ers. The remaining six Young All-Stars so distinguished them-
joined the team to be close to the object of her affections,
selves that they were welcomed into the All-Star Squadron as
Paul (Manhunter II) Kirk. Tsunami had only recently deserted
full members.
the Axis cause and could find no other team that would ac-
cept her. History does not record any subsequent adventures for the
former Young All-Stars, but some of the bonds forged be-
Initially, the Young All-Stars were restricted to home-front
tween the teammates lasted after V-J Day. Wartime sweet-
duties like war-bond rallies, but fascist agents had other
hearts Iron Munro and Fury entered into a short and unhappy

Base: New York City, NY during the Second World War Current Members: None
Former Members: Dyna-Mite, Flying Fox, Fury I, Iron Munro, Neptune Perkins, the Tigress II, Tsunami
Headquarters: The Trylon & Perisphere (See Vol. 1)

270 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
marriage, and a union between Neptune Perkins and Tsunami
similarly ended in divorce. Perkins and Dyna-Mite remained Dyna-Mite PL7 85 points
friends until the formers recent death. The fate of Flying Fox
Abilities: Str 3 Sta 4 Agl 2 Dex 2 Fgt 2 Int 1 Awe 1 Pre 1
remains unknown.
Powers: Dyna-Rings (Cone Area Damage 7, Removable (2
Allies points))

They were therefore also affiliated with the United States Advantages: All-out Attack, Connected, Defensive Roll,
Defensive Attack, Great Endurance, Improved Critical
government and with the Allied Nations. The Young All-Stars
(Unarmed), Power Attack, Takedown
even worked with some other mystery men from Allied
countries or those invaded by the Axis powers, including Rus- Skills: Athletics 4 (+7), Close Combat: Unarmed 9 (+11),
sia and China. Expertise: Chemistry 4 (+5), Stealth 5 (+7)
Offense Initiative +2, Dyna-Rings (Close, Cone Area Damage
Enemies 7), Unarmed +11 (Close, Damage 3, Crit. 19-20)
The Young All-Stars engaged various foreign agents and Defense: Dodge 9, Parry 9, Fortitude 7, Toughness 5/4*, Will 7
saboteurs throughout World War II, but their primary nemesis *Without Defensive Roll.
was Axis Amerika. Totals: Abilities 32 + Powers 11 + Advantages 8 + Skills 11 +
Defenses 23 = 85
Dyna-Mite Complications: Doing Good: Dan strives to honor his mentor
TNTs heroic example. Identity: Dyna-Mite keeps his identity
In the early 1940s, chemistry teacher Thomas N. Tex Thomas secret to protect his family. Power Loss: The two Dyna-Rings
and his prize pupil Daniel Dunbar accidentally absorbed tre- have to touch in order to trigger their power.
mendous amounts of chemical energy from an after-school
science experiment. Thomas designed a Dyna-Ring for each Flying Fox PL10 158 points
of them which, when touched together, triggered their stored
energy. They used their newfound powers battling criminals Abilities: Str 4 Sta 5 Agl 4 Dex 4 Fgt 7 Int 3 Awe 3 Pre 2
as TNT and Dyna-Mite. Tragically, in April 1942 TNT was killed Powers: Fox-Fur Cloak (Flight 6 (120 MPH), Immunity 1
in action against Axis saboteurs. (Cold), Removable (2 points)); Shamans Pouch (Array (Herbs
& Powders, 16 points), Removable (3 points): Flame Blast
Though distraught at the loss of his teacher, Dan discovered (Ranged Damage 8), AE: Disguise (Morph 2 (similarly-sized
that by wearing both Dyna-Rings he could activate his explo- men)), AE: Invisibility (Visual Concealment 4), AE: Illusion 8
sive powers alone. He vowed to continue TNTs fight against (Visual), AE: Translator (Comprehend 4, Languages)
Axis tyranny, and joined his new role model Iron Munro in the
Advantages: Agile Feint, Artificer, Chokehold, Defensive Roll 2,
Young All-Stars, serving heroically throughout World War II.
Evasion, Fast Grab, Great Endurance, Improved Grab, Improved
Dans postwar activities are unknown until recently, when he Hold, Improved Initiative, Language 1 (English), Power Attack,
reemerged as part of a group dubbed Old Justice, dedicated Quick Draw, Tracking
to outlawing underage costume heroes. Eventually, the ac- Skills: Acrobatics 7 (+11), Athletics 7 (+11), Close Combat:
complishments of Young Justice won Dans respect and he Unarmed 6 (+13), Expertise: Magic 7 (+10), Perception 6 (+9),
recanted his previous opposition. Ranged Combat: Flame Blast 8 (+12), Stealth 7 (+11), Treatment
4 (+7)
TNT Offense: Initiative +8, Flame Blast +12 (Ranged, Damage 8),
Unarmed +13 (Close, Damage 5)
Thomas N. Tex Thomas statistics are identical to Dyna-Mites
save for the following: PL8, Str 4, Agl 4, Dex 3, Fgt 4, Int 4, Defense: Dodge 13, Parry 13, Fortitude 9, Toughness 7/5*, Will
11 *Without Defensive Roll.
Awe 4, Pre 2, Close Combat: Unarmed 8 (+12), Expertise:
Chemistry 9 (+13), Expertise: Science 7 (+11), Technology 7 Totals: Abilities 64 + Powers 26 + Advantages 15 + Skills 26 +
(+11), Defensive Roll 3, Will 9, and Tex had the Inventor Ad- Defenses 27 = 158
vantage instead of Great Endurance. Complications: Responsibility: Flying Fox is dedicated to
fulfilling the mission of fighting the Axis given him by his tribes
Flying Fox shaman. Quirk: Flying Fox is still adjusting to the differences
between his primitive tribe and 1940s America.

In 1942, Flying Foxs indigenous Canadian Quontauka tribe


had its long isolation abruptly ended by the arrival of a from the start, as the youthful heroes embarked on an event-
Nazi U-boat. When his father the chief refused to cooper- filled nationwide war-bond rally tour. His mystic abilities were
ate with them, the Nazis killed him. The tribes shaman then crucial in several of the Young All-Stars exploits, including
bestowed the mystic powers of the Flying Fox cloak and em- numerous battles with the metahuman fascist team Axis
blem upon the fallen chiefs son, and charged him with jour- Amerika. Within a few months, he was awarded full Squadron
neying to the outside world and using his abilities to battle membership.
the Axis menace.
However, his subsequent activities are unrecorded, and his
Flying Fox became part of a probationary group of All-Star present whereabouts are unknown. He may yet be alive in the
Squadron members known as the Young All-Stars in April present day, as most of his former Young All-Star teammates
1942. He quickly demonstrated his worth to the Allied cause survive in present times.

Heroes & Villains, Vol. 2 271


Andre Nutter (order #3338244) 1
Fury (Helena Kosmatos)
After losing her father in the 1940 Italian invasion of Greece,
Helena Kosmatos was enraged to find her brother collaborat-
ing with the Axis occupation forces a year later. Fleeing her
traitorous sibling, Helena fell into a cavern where she encoun-
tered the Furies of myth. Seeking vengeance on her brother,
Tisiphone the Blood Avenger empowered Helena to be her
earthly vessel. Embodying the Blood Avenger, Helena found
and slew her brother, then collapsed unconscious. The Ameri-
can mystery men Johnny Quick and Liberty Belle eventually
rescued her and brought Helena back to the States with them.

While staying with the All-Star Squadron, the stress of an at-


tack by Axis Amerika once again triggered her transforma-
tion into Fury. Helena wanted to continue to use her abilities
against fascist agents, but concerns over her age and control
over her powers relegated her to a group of probationary
Squadron members known as the Young All-Stars. Over the
course of a few eventful months, she successfully sublimated
the berserk Blood Avenger persona and won full Squadron
membership.

After the war, Helena settled into a happy second marriage


and gave birth to a daughter, Hippolyta. Sadly, her husband
was murdered, and she gave up her infant daughter to be ad-
opted by Joan (Miss America) Trevor so she could once again
focus on vengeance. After bloodily avenging her husband,
her life continued to unravel. She once again lost control to
the Blood Avenger, and eventually wound up under the care
of the Amazons of Themyscira. Helena was last seen ascend-
ing to another existential plane along with the Amazons dur-
ing the Infinite Crisis.

Hell Hath No Fury


The numbers presented reflect Furys capabilities after fully
mastering her powers in May 1942. Prior to then, Helena had
Fury (Helena Kosmatos) PL10 128 points the following, lower statistics: PL9, Enhanced Strength 7, En-
hanced Stamina 7, Enhanced Agility 4, Enhanced Dexterity 2,
Abilities: Str 10 Sta 8 Agl 5 Dex 3 Fgt 5 Int 2 Awe 1 Pre 3 Enhanced Fighting 4. When the Blood Avenger possesses
Powers: Magical Armor (Enhanced Agility 5, Enhanced her, she does not manifest her Magical Chainmail Armor and
Dexterity 3, Enhanced Fighting 5, Enhanced Stamina 8, instead gains the following increased statistics: PL13, En-
Enhanced Strength 10, Leaping 5 (900 feet), Speed 5 (60 MPH), hanced Strength 12, Enhanced Stamina 15, Enhanced Agility
Impervious Protection 2, Activation (Move Action)) 6, Enhanced Dexterity 4, Enhanced Fighting 6, Enhanced Ad-
Advantages: All-out Attack, Interpose, Language 1 (English), vantage (Extraordinary Effort), Enhanced Strength 2 (Limited
Weapon Break to Lifting).

Skills: Close Combat: Unarmed 5 (+10), Deception 7 (+10),


Insight 6 (+7), Intimidation 7 (+10), Persuasion 7 (+10) Iron Munro
Offense: Initiative +5, Unarmed +10 (Close, Damage 10)
Defense: Dodge 10, Parry 10, Fortitude 11, Toughness 10, Will 9
Young Arnold Iron Munro inherited superhuman abili-
ties from his scientifically augmented father Hugo Danner,
Totals: Abilities 12 + Powers 75 + Advantages 4 + Skills 16 + though it would be years before Arn learned the truth of his
Defenses 21 = 128 origins. Forbidden by his mother from using his powers until
Complications: Justice: Helena wants to avenge wrongs, he reached adulthood, Arn first employed his wondrous abili-
often ignoring other considerations. Temper: Befitting her ties saving the young hero Dyna-Mite. At Dyna-Mites urging,
codename, Fury is capable of homicidal rages. As the Blood Arn sought membership in the All-Star Squadron, but instead
Avenger, she is especially keen on slaying men. Quirk: Helena wound up battling Axis agents as part of a group of fellow
has suffered from bouts of mental instability in the postwar probationary members known as the Young All-Stars.
era. Secret: Helena kept her identity secret during the war
to protect her surviving relatives in America. Relationship: In the Young All-Stars last recorded exploit, Arn followed a
Helena had a wartime romance (and a brief marriage) with Iron trail of clues to his father Hugo Danner, but clashed with his
Munro, and lost a second husband to murder. father over his plans for violent conquest. Though the conflict
caused Danners death, Arn won full Squadron membership

272 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
in recognition of his courage.
Iron Munro PL10 150 points
Abilities: Str 11 Sta 11 Agl 5 Dex 3 Fgt 5 Int 2 Awe 2 Pre 3
Powers: Enhanced Strength 2 (Limited to Lifting (lifting Str
13; 200 tons)), Immunity 1 (Aging), Impervious Toughness 11,
Leaping 7 (1/2 mile), Speed 5 (60 MPH)
Advantages: All-out Attack, Diehard, Extraordinary Effort,
Improved Initiative, Interpose, Weapon Break
Skills: Close Combat: Unarmed 4 (+9), Deception 7 (+10),
Expertise: Cars 5 (+7), Intimidation 7 (+10), Insight 5 (+7),
Persuasion 7 (+10), Technology 3 (+5)
Offense: Initiative +9, Unarmed +9 (Close, Damage 11)
Defense: Dodge 9, Parry 9, Fortitude 12, Toughness 11, Will 8
Totals: Abilities 84 + Powers 26 + Advantages 6 + Skills 19 +
Defenses 15 = 150
Complications: Doing Good: Arn strives to do whats right.
Relationship: Roy Lincoln, the original Human Bomb, was
Arns longtime best friend. Arn had romantic relationships
(later marriages) with Fury I and Phantom Lady I, siring two
children with the latter. Kate (Manhunter VII) Spencer is his
granddaughter, and her son Ramsey is Arns great-grandson. Neptune Perkins PL8 106 points
Abilities: Str 6 Sta 7 Agl 4 Dex 3 Fgt 4 Int 2 Awe 2 Pre 2
Arn spent most of the postwar years working for the intel-
ligence agency Argent along with his second wife Sandra Powers: Comprehend 2 (Animals, Limited to Cetaceans),
Knight, but resigned after the former Baron Blitzkrieg mur- Immunity 1 (Aging), Movement 1 (Environmental Adaptation
Water)
dered their child. Munro retired to a houseboat with his pal
Roy Lincoln, only sporadically adventuring as a reserve JSA Advantages: Animal Empathy, Evasion, Favored Environment
member and Freedom Fighter. In the wake of Roys death, Arn (Aquatic), Great Endurance, Skill Mastery (Athletics), Ultimate
is currently focused on connecting with his newfound grand- Effect (Athletics checks)
children. Skills: Acrobatics 5 (+9), Athletics 5 (+11), Close Combat:
Unarmed 6 (+10), Expertise: Marine Biology 7 (+9), Expertise:
Neptune Perkins Writer 3 (+5), Persuasion 5 (+7), Vehicles 7 (+10)
Offense: Initiative +4, Unarmed +10 (Damage 6)
Neptune Perkins was conceived in the presence of an alien Defense: Dodge 9, Parry 9, Fortitude 8, Toughness 7, Will 8
energy source known as the Vril so that he might gain special
abilities that would allow him to bring his marauding grand- Totals: Abilities 60 + Powers 4 + Advantages 6 + Skills 19 +
Defenses 17 = 106
father Arthur Gordon Pym to justice. As hoped, Perkins was
born a human dolphin, but his parents were murdered by Complications: Doing Good: Though being a mystery man
Nazi agents in February 1942 before they could reveal his was not what he planned for his life, Perkins served as a
destiny to him. Squadron member from a overriding sense of whats right.
Weakness: Because of a lethal shortage of sodium in his body,
Finding the Sea Suit his parents designed for him, Perkins Perkins can survive out of salt water for only a few minutes. His
sought to join the All-Star Squadron, but first served a proba- special Sea Suit extends this period to 24 hours.
tionary period as part of the Young All-Stars. Perkins served
honorably throughout the war, learning his true origins and During the Infinite Crisis, Perkins returned to costumed ac-
helping his grandfather reform during this time. tion, protecting the city of Sub Diego. During the battle, Per-
kins died a hero at the hands of the Shark and King Shark of
After the war, Perkins assisted Hawkman on two occasions. the Secret Society of Super-Villains.
He later married his former Squadron teammate Miya (Tsu-
nami) Shimada, but the relationship did not last. Miya gave
birth to a daughter during the marriage who is now known The Tigress (Paula Books)
as Deep Blue, but later events revealed the real father was the
Atlantean sorcerer Atlan. The pain of the divorce prompted Teenager Paula Brooks became smitten with famed big-game
Perkins to abandon life at sea and get into politics, eventually hunter Paul Kirk, and rigorously trained herself to be his equal
becoming a U.S. senator. in order to win his affections. Deducing that Kirk was secretly
the costumed mystery man Manhunter II, Paula designed the
Perkins used his political clout to assist a group dubbed Old costumed identity of the second Tigress and sought to join
Justice in its efforts to outlaw underage costumed heroes. him as part of the All-Star Squadron. The Squadron was un-
However, the accomplishments of Young Justice eventually impressed by a love-crazed teenager, and Tigress wound up
won Perkins admiration and he recanted his previous oppo- joining the Squadrons other probationary members on the
sition. Young All-Stars.

Heroes & Villains, Vol. 2 273


Andre Nutter (order #3338244) 1
Paula served the Young-All Stars with distinction until the
spring of 1942, when the trauma of a near-mortal wound
altered her personality. She left the All-Stars at her first op-
portunity and was not seen again until 1945. She was then in
Africa in Paul Kirks company, trying to resist her increasingly
evil nature.

It was a fight she ultimately lost, making her debut as the vil-
lainous Huntress in 1947. Later, she married her criminal com-
panion the Sportsmaster and became a member of the Injus-
tice Society. Their daughter Artemis follows in her mothers
footsteps as the third Tigress.

The Original Huntress


As the Huntress, Paula grew her fingernails into claws
(Strength-Based Damage 1) and added bolas and nets
(Ranged Affliction 3 (Resisted by Dodge; Hindered &Vulner-
able, Defenseless & Immobilized), Cumulative, Extra Condi-
tion, Limited Degree) to her arsenal. She also began training
big cats to aid in her crimes.

Tsunami
Race hatred in her native America against Nisei (Americans
born to immigrant Japanese parents) drove Miya Shimada to
use her powers serving Imperial Japan at the onset of World
War II, but the dishonorable actions of other Axis metahu-
mans (which led to her fathers death) eventually persuaded
her to switch sides. Americas other costumed mystery men
found it difficult to trust Miya after her membership in the
super-fascist Axis Amerika team, so she was relegated to serv-
ing in a grouping of probationary All-Star Squadron members
known as the Young All-Stars. Miya quickly proved her loy-
alty, and soon after was admitted as a full Squadron member.
The Tigress (Paula Books) PL8 136 points She served honorably throughout the war, but despite her
fervent appeals was unable to change the U.S. governments
Abilities: Str 4 Sta 5 Agl 4 Dex 4 Fgt 8 Int 2 Awe 3 Pre 4 Nisei internment policy.
Equipment: Crossbow Pistol (Ranged Damage 5)
After the war, she married her former Squadron teammate
Advantages: Accurate Attack, Agile Feint, Animal Empathy, Tsunami PL10 154 points
Neptune Perkins, but the relationship did not last. Miya gave
Defensive Attack, Defensive Roll 3, Equipment 2, Evasion, Hide birth to herStr
daughter, now4known as Deep
Abilities: 8 Sta 8 Agl Dex 3 Fgt 4 IntBlue,
2 Aweduring
2 Prethe
1
in Plain Sight, Improved Critical (Crossbow Pistol), Improved marriage, but later events revealed the real father was the
Disarm, Improved Grab, Improved Hold, Improved Initiative, Powers: Aquatic
Atlantean sorcerer(Immunity
Atlan. Miya4 (Aging,
is rarelyCold,
seenDrowning, High
these days, but
Improved Trip, Quick Draw, Tracking Pressure),
assists Movement
Aquaman when1 emergencies
(Environmental Adaptation Aquatic),
arise.
Swimming 9 (250 MPH)); Water Control (Perception Range
Skills: Acrobatics 8 (+12), Athletics 8 (+12), Close Combat:
Damaging Shapeable Area Move Object 10 (Limited to Water))
Unarmed 3 (+11), Insight 4 (+7), Investigation 4 (+6),
Perception 12 (+15), Ranged Combat: Crossbow Pistol 7 Advantages: Favored Environment (Aquatic), Languages 1
(+11), Sleight of Hand 9 (+13), Stealth 9 (+13), Technology 4 (Japanese)
(+6), Vehicles 6 (+10) Skills: Close Combat: Unarmed 8 (+12), Sleight of Hand 5 (+8),
Offense: Initiative +8, Crossbow Pistol +11 (Ranged, Damage Stealth 5 (+9)
5, Crit. 19-20), Unarmed +11 (Close, Damage 4) Offense: Initiative +4, Water Control (Damage 10), Unarmed
Defense: Dodge 8, Parry 8, Fortitude 8, Toughness 8/5*, Will 8 +12 (Damage 8)
*Without Defensive Roll. Defense: Dodge 10, Parry 12, Fortitude 12, Toughness 8, Will 8
Totals: Abilities 68 + Powers 0 + Advantages 19 + Skills 37 + Totals: Abilities 64 + Powers 55 + Advantages 2 + Skills 9 +
Defenses 12 = 136 Defenses 24 = 154
Complications: Thrills: Paula has always looked for Complications: Doing Good: Miya is not afraid to do whats
excitement. Quirk: Even before becoming a full-fledged super- right, even if it means standing alone. Identity: Miya kept her
villainess, Paula had a bit of bad girl in her. Relationship: After true identity secret during WWII. Prejudice: As a Japanese-
leaving Paul Kirk, Paula married Lawrence (the Sportsmaster) American during WWII, Miya faced that eras prejudices.
Crock and had a daughter, Artemis, who became the third Relationship: Miya was married to Neptune Perkins, and has
Tigress. Enemy: As the Huntress, Paula became an archenemy a metahuman daughter, Debbie (Deep Blue).
of Wildcat I.

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Young Justice
Young Justice was formed when
Superboy, Impulse and Robin (Tim
Drake), after a couple of success-
ful adventures, decided to stay
together as a team. Over time they
were joined by Arrowette, Empress
and Secret, with Red Tornado act-
ing as a mentor of sorts and the
JLA (reluctantly) allowing the kids
to use their defunct base in Happy
Harbor as the Justice Cave. Thanks
to their involvement with each
other and the trials and tribula-
tions of working as a super team,
each of the teenagers grew signifi-
cantly in maturity and skill during
their tenure on the team. Despite
their young age and relative inex-
perience, Young Justice performed
surprisingly well against a broad
slate of opponents, ranging from
the likes of Mighty Endowed and
Rip Roar up through true heavy
hitters like Despero and Darkseid.
Continuing conflict with Secrets
brother Harm and the malevolent
Agenda (in the form of the Con-
tessa and Superboys evil clone
Match) forced the kids to grow up
and grow together through ad-
versity. Finally, while dealing with
Klarion the Witch Boy and a spell
that switched the ages of a num-
ber of heroes (adults became kids
and vice versa), Young Justices
mentors saw what the kids would
become as adults and were suit-
ably proud of them, vindicating
the kids struggles and sacrifices.

Eventually, the team disbanded fol-


lowing a disastrous battle against
the android Indigo (aka Brainiac-8)
which resulted in the deaths of Lil-
ith and Donna Troy; the various members either retired (Ar- Vehicle: Super-Cycle 80 points
rowette, Empress and a powerless Secret), or at some point Size: Large Str: 8 Speed: 6 Def: 8 Tou: 12 Features:
moved on to join the reformed Teen Titans (Impulse, Robin, Navigation System, Powers (Flight 12 (8,000 MPH),
Superboy and Wonder Girl). Integrated Boom Tube (Movement 3 (Space Travel 3))
, Phasing Effect (Insubstantial 4, Affects Passengers),
Headquarters: The Justice Cave 31 points Protective Field (Immunity 10 (Life Support)))
Size: Huge Tou: 16 Features: Combat Simulator, The Super-Cycle is a three-wheeled vehicle of New Genesis
Communications, Computer, Concealed, Defense System, design with a number of advanced features, such as flight
Dock, Fire Prevention System, Garage, Gym, Hangar, Infirmary, and the ability to phase through matter. The one used by
Laboratory, Library, Living Space, Personnel, Power System, Young Justice originally belonged to Rip Roar, Apokoliptian
Secret 2 (DC 15), Security System 4 (DC 35), Work Shop warrior and rival to Kalibak, son of Darkseid.

Base: The Justice Cave (the JLAs old Secret Sanctuary loaned to the kids)
Standard Members: Arrowette, Empress, Robin, Impulse (Kid Flash), Secret, Superboy, Wonder Girl
Temporary Members: Batgirl, Beast Boy, CM3 (Captain Marvel, Jr.), Flamebird, Lagoon Boy, Lil Lobo, The Ray

Heroes & Villains, Vol. 2 275


Andre Nutter (order #3338244) 1
Arrowette vanity helped drive her out of the game. Following her fa-
thers death, Cissies mother used the insurance money to
finance Cissies training and equipment, pushing her to be
Cissie King Jones is the second Arrowette. Her mother had the heroine her mother failed to be and stage-managing
an abortive career as the first Arrowette before injury and her daughter with a heavy hand. This eventually pushed
the two apart, leaving the mother and daughter estranged.
Arrowette led a short and troubled career as a costumed
Arrowette PL9 102 points heroine, almost committing murder to avenge the death of
a close friend and eventually hanging up the mask. She later
Abilities: Str 1 Sta 3 Agl 4 Dex 4 Fgt 8 Int 1 Awe 1 Pre 1
competed in the Olympics and took gold for archery. Cissie
Equipment: Bow and Arrows (Array (10 points), Standard Arrow remains close with her friends, especially Anita (Empress)
(Ranged Damage 5), AE: Cable Arrow (Movement 1 (Swinging)), and Cassie (Wonder Girl), but remains adamant in her de-
AE: Flare Arrow (Ranged Affliction 5 (Resisted by Fortitude; sire to avoid costumed heroics, only operating as Arrowette
Vision Impaired, Vision Disabled, Vision Unaware)) , AE: Knockout when absolutely necessary.
Gas Arrow (Burst Area Ranged Affliction 3 (Resisted by Fortitude;
Fatigued, Exhausted, Asleep)), AE: Net Arrow (Ranged Affliction
5 (Resisted by Dodge; Hindered and Vulnerable, Defenseless and Empress
Immobilized)), AE: Stun Arrow (Ranged Affliction 5 (Resisted by
Fortitude; Dazed, Stunned, Incapacitated))) Anita Fite is the daughter of Donald Fite, agent of APES (All
Advantages: Accurate Attack, All-out Attack, Benefit (Well-off ),
Purpose Enforcement Squad) and granddaughter of the voo-
Defensive Roll 2, Equipment 3, Improved Aim, Improved doo villain Agua Sin Gaaz, who murdered her mother. With
Critical (Bow), Improved Disarm, Improved Initiative, Move-by the gifts and training to be a natural heroine, Anita finally
Action, Precise Attack 2 (Ranged; Cover and Concealment), received the inspiration she needed when she witnessed Ar-
Ranged Attack 3, Quick Draw rowette stopping a robbery. As Empress, Anita was a valued
member of the team, even leading them into an epic assault
Skills: Acrobatics 4 (+8), Athletics 6 (+7), Close Combat: Unarmed
on the island of Zandia to bring down her grandfather after
2 (+10), Deception 6 (+7), Insight 4 (+5), Investigation 4 (+5),
he murdered Empress father. Following her parents rein-
Perception 4 (+5), Ranged Combat: Bow 5 (+13), Stealth 5 (+9)
carnation as infants, Empress left the team to care for them,
Offense: Initiative +8, Bow +13 (Ranged, Damage 5 or varies, though shes put the costume on a few times since when shes
Crit. 19-20), Unarmed +6 (Close, Damage 1) been needed
Defense: Dodge 11, Parry 9, Fortitude 6, Toughness 5/3*, Will 7
*Without Defensive Roll. Secret
Totals: Abilities 46 + Powers 0 + Advantages 19 + Skills 20+
Defenses 17 = 102 Greta Hayes was murdered by her adoptive brother as part
Complications: Relationship: Cissie has a difficult relationship of his master plan to develop into the supervillain Harm.
with her mother, an overbearing stage-mom who was the first Stuck between the lands of the living and dead because
Arrowette. of the nature of her death, Greta came into possession of

276 Heroes & Villains, Vol. 2


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Empress PL8 142 points Secret PL8 193 points
Abilities: Str 1 Sta 3 Agl 3 Dex 3 Fgt 8 Int 2 Awe 3 Pre 2 Abilities: Str 0 Sta 1 Agl 2 Dex 2 Fgt 3 Int 2 Awe 2 Pre 1
Powers: The Voice (Hearing-Dependent Perception-Range Powers: Spirit Form (Flight 5 (60 MPH), Immunity 30
Affliction 8 (Resisted by Will; Dazed, Compelled, Controlled)); (Fortitude effects), Insubstantial 4 (Permanent, Strength
Voodoo (Teleport 8 (1 mile), Distracting) Affects Corporeal (DC 10 Will Check), Innate), Morph 2 (Narrow
Group), Protection 4); Living Gate to the Abyss (Burst
Equipment: Body Armor (Protection 2), Sword-Baton
Area Teleportation 14 (60 miles), Affects Others, Selective,
(Strength-based Damage 2)
Extended (16,000 miles), Distracting; Burst Area Movement
Advantages: Agile Feint, All-out Attack, Defensive Attack, 2 (Dimensional Travel 2: The Abyss and related dimensions),
Defensive Roll, Equipment, Evasion, Improved Defense, Improved Affects Others, Selective, Distracting)
Disarm, Improved Initiative, Improved Trip, Move-by Action,
Advantages: Seize Initiative
Power Attack, Ritualist, Seize Initiative, Takedown, Weapon Bind
Skills: Insight 5 (+7), Perception 3 (+5)
Skills: Acrobatics 6 (+9), Athletics 6 (+7), Close Combat: Sword-
Baton 5 (+13), Deception 6 (+8), Expertise: Magic 6 (+8), Insight Offense: Initiative +2, Unarmed +0 (Damage 0), Living Gate
5 (+8), Intimidation 4 (+6), Investigation 4 (+8), Perception 6 (+9), Burst Area Effect (Teleportation Resisted by Dodge Check DC
Persuasion 4 (+6), Stealth 5 (+8), Treatment 3 (+5), Vehicles 4 (+7) 18*) *Limited by PL
Offense: Initiative +7, Sword-Baton +13 (Close, Damage 3), Defense: Dodge 5, Parry 5, Fortitude Immune, Toughness 5,
Unarmed +8 (Close, Damage 1) Will 5
Defense: Dodge 11, Parry 12, Fortitude 6, Toughness 6/3*, Will Totals: Abilities 26 + Powers 154 + Advantages 1 + Skills 4 +
8 *Without Defensive Roll. Defenses 8 = 193
Totals Abilities 50+ Powers 24 + Advantages 16 + Skills 32 + Complications: Amnesia: Secret knows nothing about her
Defenses 20 = 142 past), Unwanted Power: Secret wants to be rid of her powers
and normal)
Complications: Family Matters: Empress has to deal with
being the daughter of a government agent and granddaughter
of a supervillain.
covered her origin and was forced to face her brother and
:unwanted super-abilities and the burden of amnesia. She deal with Darkseid trying to corrupt her. When she finally
first met her teammates when Superboy, Impulse and Robin freed herself of Darkseids influence, he punished her by
freed her from unjust DEO imprisonment prior to the boys stripping her of her powers and making her an ordinary hu-
becoming an actual team. While with the team, Secret dis- man again ironically, her hearts desire.

Zatanna
Zatanna is the daughter of the stage magician Giovanni Zatanna has suffered a number of personal tragedies, includ-
(John) Zatara and Sindella, a sorceress of the Homo magi off- ing the death of her father, who sacrificed himself to save
shoot of humanity. She is a direct descendant of Leonardo da Zatannas life from the demonic Great Beast. His soul was
Vinci and related to many of the great magicians of history. trapped in Hell, and later Zatanna had to consign it to the
Raised by her father after her mothers disappearance, Zatan- oblivion of the abyss rather than allow the forces of Hell to
na learned from him the craft of stage magic, becoming a ca- use Zataras soul as a resource. She suffered a loss of confi-
pable illusionist. She also befriended the young Bruce Wayne, dence and with it her magical abilities. It took some time and
who studied stage magic and escapology with her father in effort for her to recover them both.
his years of training to become Batman.
Personality
Zatanna eventually awakened to her inherited mystic po-
tential. She learned to cast spells by speaking incantations Zatanna may be the most well-adjusted member of the
backwards, like her father. She initially used her powers to worlds mystical community. Despite various tragedies and
investigate her fathers disappearance. This brought her into setbacks, she retains both a sense of humor and a zest for
contact with several heroes, including Batman and Robin, life thats rare among magic-wielders. Her performance ca-
Hawkman and Hawkwoman, the Atom, Elongated Man and reer helps Zee keep things in perspective and she genuinely
Green Lantern. After assisting the Justice League on several enjoys showing off before an audience. She is no-nonsense
cases, Zatanna joined the team as a full member. when dealing with mystical threats, however, and quick to
remind them she has more than just card tricks up her sleeve.
During her time with the League, Zatanna used her magic
on several occasions to erase the memories of criminals Powers & Abilities
with dangerous knowledge about the team and its mem-
bers, particularly their civilian identities. This eventually led Zatannas magical powers are virtually limitless. Her primary
to a confrontation with Batman, and Zatanna erased his limitation is that she must speak most of her spells aloud,
memory of the incident, a choice that nearly destroyed their reciting the incantations backwards, though she has accom-
friendship. plished some minor feats of magic without speaking and
performed rituals using writing and other techniques. She

Heroes & Villains, Vol. 2 277


Andre Nutter (order #3338244) 1
Zatanna PL11
STR STA AGL DEX FGT INT AWE PRE
0 2 2 4 2 3 4 4
Powers
Magic: Array (28 points)
Enogeb Cigam!: Nullify 14 (All Magic Effects) 28 points
Eb Won Dnuob!: Ranged Affliction 14 (Resisted by Dodge;
Hindered and Vulnerable, Defenseless and Immobilized)
1 point
Cigam Ekirts!: Ranged Damage 14 (magic) 1 point
Otserp Egnahc O!: Ranged Affliction 9 (Resisted by Fortitude;
Dazed, Stunned, Transformed), Cumulative 1 point
Raeppa!: Create 9, Continuous, Subtle 1 point
Tcetorp!: Perception Ranged Deflect 14 1 point
Won Tegrof: Affliction 9 (Resisted by Will; Dazed, Stunned,
Transformedsubject forgets), Insidious, Progressive 1 point
Tropsnart Em!: Teleport 14 (60 miles) 1 point
Mystic Senses: Senses 4 (Detect Magic, Ranged, Acute,
Analytical) 4 points

Advantages
Artificer, Attractive, Connected, Defensive Attack, Extraordinary
Effort, Fascinate (Expertise: Performance), Luck, Ritualist,
Teamwork

Skills
Deception 8 (+12), Expertise: Magic 12 (+15), Expertise (PRE):
Performance 8 (+12), Insight 8 (+12), Perception 6 (+10),
Persuasion 6 (+10), Ranged Combat: Magic 4 (+8), Sleight of
Hand 10 (+14), Treatment 4 (+7)

Offense
Initiative +2
Magic +8 Ranged, Damage 14 plus others
Unarmed +2 Close, Damage 0

Defense
Dodge 12 Fortitude 7
Parry 8 Toughness 2
Will 13

Power Points
Abilities 42 Skills 33
Powers 39 Defenses 30
Advantages 9 Total 153

Complications
Enemies: Zatanna has various mystical foes who consider her
a threat.
Guilt: Zatanna feels guilt over the death of her father, Zatara,
who sacrificed himself to save her.
Power Loss: Zatanna needs to speak aloud (and backwards)
to cast her spells.

Real Name: Zatanna Zatara


Occupation: Magician
Base: Shadowcrest

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Andre Nutter (order #3338244) 1
Magic Tricks
Zatannas Magic array touches upon the basics of her potential. She can do a great deal with just the listed effects,
particularly Create, but she is also capable of a wide range of Magic power stunts, allowing her to whip up completely
new spell effects at will. This fits in with the fact that more complex and demanding magic tends to be tiring (the
fatigue associated with extra effort for power stunts). The more hero points Zatannas player builds up, the greater
the variety of spells at her fingertips without any fatigue. If the need is not immediate, Zatanna can also create and
perform magical rituals. Her Magic Expertise bonus allows Zatanna to routinely manage rituals with 15 power points
worth of effects.
For a time, Zatannas Magic power was limited to effects with descriptors based around the primal elements of nature: air,
earth, fire, water, plants, weather, and so forth. She has since overcome this limitation.
Zatanna gets some opportunities to earn hero points, too, given that her defensive traits are well below her listed power
level. Shes capable of actively using Magic to deflect attacks, and of Creating barriers or the like, but otherwise has no
special defenses, particularly when it comes to close fighting. Additionally, she cannot use Magic if she is incapable of
reciting her backwards incantations, another complication that earns Zees player hero points.
If a player is able to quickly come up with a spell and recite it backwardsout loudwhile playing Zatanna, consider
awarding the player a hero point for good roleplaying!

is known for using enhanced forms of stage magic and mis- known and respected. She has a number of contacts among
direction, such as transforming an explosion into a burst of that community, some of them friends of her father she has
flower petals or a horde of demons into a flock of doves. known since childhood. She has had romantic relationships
with John Constantine and Dr. Thirteen in the past, and has
Zatanna inherited Zataras library of magical lore and col- known Bruce Wayne since before he began his career as Bat-
lection of occult artifacts, as well as his mansion Shadow- man. She has been a regular member of the Justice League
crest, visually located outside of Gotham City but actually and is their go-to expert on magic and the occult.
connected to a different dimension, which allows Zatannas
home to manifest in different places. She spends a great Enemies
deal of time in San Francisco as her home base when not
on the road. Zatannas role in the mystic community has earned her the
enmity of many practitioners of the dark arts. These include
Allies the Warlock of Ys and Brother Night. She also helped thwart
the rogue Time Tailor Zor and the Sheeda. Catwoman dislikes
Zee (as she is known to her friends) is among the most Zatanna, both for messing with her mind and as a potential
famous and powerful of the mystical community, widely rival for Batmans affections.

Zauriel
A guardian angel of the Eagle Host, Zauriel spent millennia
watching and protecting various women throughout history Real Name: Zauriel
until he chanced to fall in love with his charge. He also learned
of a plot, led by the King Angel Asmodel of the Bull Host, to Occupation: Guardian angel
overthrow the Presence. So he petitioned to be allowed to be Base: The Aerie, Los Angeles
with his mortal beloved and was cast out of Heaven, falling to
Earth near San Francisco. This allowed him the opportunity to
escape and warn others of Asmodels plot. Personality
Pursued by angels of the Bull Host, Zauriel found allies with True to his guardian-angel role, Zauriel is a protector at heart.
the Justice League, and helped them to repel the angelic in- He is kind and sympathetic, though he also has a keen wit
vasion of Earth. When things didnt work out with the woman and a unique point of view on human foibles.
he loved, Zauriel accepted an invitation to join the League
and served as a regular member, and regained the favor of Powers & Abilities
Heaven, being appointed their ambassador to the Earthly
realm to help guide and inspire. They granted him heavenly An embodied angel, Zauriel is stronger, tougher and faster
armor and weaponry, and his headquarters, the Aerie, float- than a human. He is a skilled warrior, and possesses angelic
ing above Los Angeles (the City of Angels). armor and a flaming sword forged in the foundries of the Fifth
Heaven. His sword can damage spiritual and immaterial enti-
Zauriel has remained an active defender against demonic and ties, cut through virtually anything and banish darkness and
mystical threats to humanity (including his old foe Asmodel) shadows. Zauriel retains the sonic flash of the Eagle Host, a
and sometime spiritual counselor to the heroic community. hypersonic scream which can disrupt the manifestation of
His guardian angel experience makes him both a staunch de- angelic entities. His angelic mind can also perceive more than
fender and a sympathetic listener. an ordinary mortals senses.

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Andre Nutter (order #3338244) 1
Zauriel PL12
STR STA AGL DEX FGT INT AWE PRE Equipment
7 7 7 7 7 2 4 3 HQ: The Aerie 14 points
Size: Huge Tou: 14 Features: Communications, Concealed,
Powers
Isolated, Library, Living Space, Power System, Self-Repairing
Angelic Armor: Impervious Protection 5, Removable (2
points) 8 points Advantages
Angelic Overmind: Comprehend 2 (Animals); Senses 6 (Detect Close Attack 4, Defensive Attack, Equipment 3, Favored
Good, Detect Evil, Detect Magic, all Ranged) 10 points Environment (Aerial), Teamwork
Flaming Sword: Array (20 points), Removable (4 points)
Blade: Strength-based Damage 6, Affects Insubstantial 2, Skills
Penetrating 12 20 points
Acrobatics 4 (+11), Athletics 4 (+11), Expertise: Guardian Angel
Fire Blast: Ranged Damage 10 1 point
10 (+12), Insight 8 (+12), Perception 6 (+10), Persuasion 6 (+9),
Heavenly Light: Environment 10 (Daylight; Bright) 1 point
Ranged Combat: Flame Blast 4 (+11)
Immortality: Immunity 4 (Aging, Disease, Suffocation);
Regeneration 2 6 points Offense
Sonic Flash: Array (20 points)
Sonic Blast: Cone Area Damage 10 20 points Initiative +7
Sonic Disruption: Cone Area Nullify Divine Summon 10 1 point Flame Blast +11 Ranged, Damage 10
Wings: Flight 7 (250 MPH), Wings 7 points
Flaming Sword +11 Close, Damage 13, Penetrating 12
Sonic Blast Cone Area (Dodge DC 20), Damage 10
Unarmed +11 Close, Damage 7

Defense
Dodge 12 Fortitude 12
Parry 12 Toughness 12/7*
Will 12 *Without Armor Protection.

Power Points
Abilities 88 Skills 21
Powers 70 Defenses 23
Advantages 10 Total 212

Complications
Angel: Zauriel is neither human nor mortal, and is sometimes
torn between his angelic nature and his admiration and
sympathy for humanity.
Under Heaven: Zauriels connections with the Eagle Host
of angels have led to his exile and reinstatement, and have
resulted in a wide varierty orders issued to him by the
Heavenly Host.

Allies
Zauriel has worked with many members of the Justice
League, particularly Wonder Woman and Aquaman (whom
he considers part of the Fish and Fowl Team, much to Aqua-
mans chagrin).

Enemies
Zauriel has the undying enmity of the fallen angel Asmodel
for thwarting his plans and consigning him to Hell. He has
also clashed with foes like Etrigan the Demon, the Blue Devil,
and Okeontis, an alien vampire-like fungus. Zauriel and the
Spectre have often been at odds, as one embodies divine
love, the other divine wrath.

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Andre Nutter (order #3338244) 1
Victor Zsasz
Victor Zsasz was born into a wealthy family. By the time he
was twenty-five he was the head of a multi-national corpora- Real Name: Victor Zsasz
tion and had amassed a vast personal fortune. When his par-
ents died, Victor sank into depression and began gambling Occupation: Serial killer
his money away. Base: Arkham Asylum, Gotham City
He lost his last dollar at a casino in Gotham City and decided
to end it all. Walking to a nearby bridge to commit suicide, slitting their throats and puts them in lifelike poses for the
Victor was approached by a homeless man, who asked for police to find. Victor refers to most people to be as zombies
money. The homeless man pulled a knife when Victor refused. because they dont see how meaningless their lives are and
In the struggle Victor grabbed the knife and as he looked into views killing them as an act of liberation.
the homeless mans eyes realized the emptiness and point-
lessness to life. After he stabbed the man to death, Victor
Powers & Abilities
went on a killing spree that ended with Batman committing Victor has no powers to speak of, but his cunning mind, physi-
Zsasz to Arkham Asylum.. cal conditioning and unpredictability make him a formidable
opponent.
Personality
Allies
Victor was a wealthy businessman who snapped one day
and realized that life is meaningless. He murders people by Victor is a member of the Secret Society of Super-Villains.

Victor Zsasz PL10 Enemies


Victor is a serial killer and opportunistic foe of Batman.
STR STA AGL DEX FGT INT AWE PRE
4 4 5 5 8 4 4 3
Equipment
Collection of Knives: Strength-based Damage 1 (Piercing),
Improved Critical 2 points

Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment,
Chokehold, Defensive Roll 6, Equipment, Evasion, Fast Grab,
Improved Hold, Move-by Action, Power Attack, Precise Attack
(Close; Concealment), Quick Draw

Skills
Acrobatics 8 (+13), Athletics 8 (+12), Close Combat: Knives
7 (+15), Deception 7 (+10), Expertise: Business 8 (+12),
Intimidation 6 (+9), Perception 6 (+10), Persuasion 4 (+7),
Sleight of Hand 8 (+13)

Offense
Initiative +5
Knives +15 Close, Damage 5, Crit. 19-20
Unarmed +8 Close, Damage 4

Defense
Dodge 10 Fortitude 8
Parry 10 Toughness 10/4*
Will 8 *Without Defnsive Roll.

Power Points
Abilities 74 Skills 31
Powers 0 Defenses 15
Advantages 19 Total 139

Complications
Compulsive Scarring: Victor must carve a notch into his skin
for each victim he kills.
Serial Killer: Zsasz is a serial killer dedicated to freeing others
from their pointless existance.

Heroes & Villains, Vol. 2 281


Andre Nutter (order #3338244) 1
Minion Archetypes
Though the villain archetypes in this book provide a full ros-
ter of threats for a team of heroes, many villains prefer not to Bat PL0 MR1
sully their hands with the dirty work of dealing with heroic
pests. They leave that to their various minions, who also run Str 5 Sta 0 Agl 2 Dex 3 Fgt 0 Int 5 Awe 2 Pre 3
interference, fetch needed components, or kidnap guests Powers: Flight 3 (16 MPH; Wings), Senses 2 (Accurate Hearing),
the villain wishes to entertain. Heroes often spend more Shrinking 12 (Permanent, Innate). Skills: Perception 4 (+6),
time in an adventure interacting with minions than they do Stealth 2 (+16). Offense: Init +2, Bite +0 (Close, Damage 5).
with the boss, since the minions tend to compose the ma- Defenses: Dodge 8, Parry 6, Fortitude 0, Toughness 2, Will 2.
jority of the challenges leading up to the final confrontation Totals: Abilities 18 + Powers 30 + Advantages 0 + Skills 3 +
with the villain. Defenses 0 = Total 15 points.

This section offers a variety of ready-made minion archetypes


suitable for use with different villains, power levels and ad-
Bear PL6 MR3
ventures. You can use them as written in your own games, or Str 8 Sta 4 Agl 1 Dex 0 Fgt 3 Int 4 Awe 1 Pre 2
as examples for creating or customizing suitable minions for
Powers: Growth 4 (Permanent, Innate), Protection 2, Senses
your villains and evil organizations. Keep in mind these char-
2 (Low-Light Vision, Acute Smell). Skills: Athletics 4 (+12),
acters are intended to be treated according to the rules for Perception 4 (+5). Offense: Init +1, Claw +3 (Close, Damage
minions, so their effective power level is somewhat less than 8). Defenses: Dodge 4, Parry 5, Fortitude 6, Toughness 6, Will
their game traits indicate. Of course, you can choose to treat a 3. Totals: Abilities 6 + Powers 13 + Advantages 0 + Skills 4 +
particularly exceptional minion or lieutenant as a full-fledged Defenses 13 = Total 36 points.
character, not subject to the minion rules.
Bears stand nearly 12 feet tall on their hind legs and weigh
After its power level, each minion archetype has the indica- in at 1,200 pounds. This archetype suffices for most species
tion MR which stands for Minion Rank. This is the rank of of bear. Polar bears have +1 Str and Environmental Adapta-
the Minion advantage or Summon effect needed to have a tionCold.
single example of that archetype as a minion. Creatures with
a power point total less than 15 (including 0 points) are listed
as MR1. Cat PL3 MR1
Str 4 Sta 2 Agl 3 Dex 2 Fgt 2 Int 4 Awe 1 Pre 2

Animals Powers: Shrinking 8 (Permanent, Innate), Senses 1 (Low-Light


Vision). Advantages: Benefit 1 (Athletics based on Agility).
With various villains possessing powers like animal control, Skills: Acrobatics 3 (+6), Athletics 3 (+6), Perception 4 (+5),
shapeshifting and mimicking the traits of different animals, Stealth 2 (+13). Offense: Init +3, Claw +2 (Close, Damage 4).
as well as a tendency to acquire pets, heroes may encounter Defenses: Dodge 7, Parry 6, Fortitude 0, Toughness 2, Will 1.
many different types of animals. Totals: Abilities 12 + Powers 18 + Advantages 1 + Skills 6 +
Defenses 2 = Total 15 points.
All animals have certain game traits in common: they have
an Intellect rank of 5 or 4 (any creature with a higher Intel-
lect isnt a normal animal). Most animals have a low Dexterity
Crocodile PL7 MR3
rank, since they have no manipulative limbs. Animals tend to Str 8 Sta 8 Agl 1 Dex 2 Fgt 4 Int 5 Awe 1 Pre 4
have a higher-than-average Awareness, particularly those in
Powers: Growth 8 (Permanent, Innate), Senses 1 (Low-Light
the wild that need to remain alert to either potential threats
Vision), Swimming 4. Advantages: Environmental Adaptation
or prey. Senses effects, particularly Low-Light Vision and
(Aquatic). Skills: Perception 4 (+5), Stealth 12 (+5). Offense:
Scent, are common for many animals. Aquatic animals are
Init +1, Bite +4 (Close, Damage 8). Defenses: Dodge 4, Parry 6,
adapted for life underwater: they effectively have Immunity Fortitude 8, Toughness 8, Will 3. Totals: Abilities 10 + Powers
to Drowning and the Movement (Environmental Adaptation) 22 + Advantages 1 + Skills 8 + Defenses 15 = Total 36 points.
effects. These are not accounted for in their point totals, since
they also lack the ability to move and operate on land for any The crocodile described here is up to 20 feet long, with pow-
length of time. erful, toothed jaws. The archetype also serves for large alliga-
tors, including ones sometimes encountered in city sewers in
The archetypes here can serve as a baseline for creating more
the comic books.
exotic creatures. You can create similar animals from a basic
archetype, such as basing a rhino on the elephants traits, or
an antelope on the herd animal or horse. You can create giant Dog PL2 MR1
animals by adding ranks of Growth (and its associated modi-
Str 1 Sta 1 Agl 1 Dex 2 Fgt 2 Int 4 Awe 1 Pre 2
fiers) to an archetype or robotic or undead animals by adding
Immunity 30 (Fortitude Effects) and removing the animals Powers: Senses 3 (Acute Smell, Tracking, Ultra-Hearing),
Stamina rank. Shrinking 2 (Permanent, Innate). Skills: Athletics 2 (+3),
Perception 4 (+5). Offense: Init +1, Bite +2 (Close, Damage
1). Defenses: Dodge 3, Parry 3, Fortitude 3, Toughness 1, Will
1. Totals: Abilities 4 + Powers 8 + Advantages 0 + Skills 3 +
Defenses 3 = Total 10 points.

282 Minion Archetypes


Andre Nutter (order #3338244) 1
Elephant PL6 MR2 Monkey PL3 MR2
Str 10 Sta 9 Agl 0 Dex 1 Fgt 2 Int 4 Awe 1 Pre 2 Str 1 Sta 2 Agl 4 Dex 0 Fgt 0 Int 4 Awe 1 Pre 3
Powers: Extra Limbs 1 (trunk), Growth 9 (Permanent, Powers: Extra Limb 1 (Tail), Feature 1 (Use feet as hands),
Innate). Skills: Perception 6 (+7). Offense: Init +0, Attack +2 Shrinking 6 (Permanent, Innate). Advantages: Benefit 1
(Close, Damage 10). Defenses: Dodge 0, Parry 0, Fortitude (Athletics based on Agility). Skills: Acrobatics 7 (+11), Athletics
9, Toughness 9, Will 6. Totals: Abilities 6 + Powers 20 + 4 (+8), Perception 4 (+5), Stealth 3 (+13). Offense: Init +4,
Advantages 0 + Skills 3 + Defenses 11 = Total 28 points. Attack +0 (Close, Damage 1). Defenses: Dodge 7, Parry 5,
Fortitude 2, Toughness 2, Will 2. Totals: Abilities 8 + Powers
This archetype represents the African elephant. Indian el- 15 + Advantages 1 + Skills 9 + Defenses 7 = Total 24 points.
ephants are 1 Str, but +1 Awe. This archetype also suits
prehistoric mammoths and mastodons, which have Environ- This archetype represents small, tailed monkeys like the ca-
mental Adaptation (Cold). puchin and spider monkey. Larger simians have fewer ranks
in Shrinking and correspondingly greater Str.
Herd Animal PL3 MR1
Owl PL2 MR2
Str 4 Sta 4 Agl 0 Dex 4 Fgt 0 Int 4 Awe 0 Pre 3
Str 2 Sta 2 Agl 2 Dex 2 Fgt 1 Int 4 Awe 2 Pre 3
Powers: Growth 4 (Permanent, Innate), Speed 3 (16 MPH).
Skills: Perception 4 (+4). Offense: Init +0, Attack +0 (Close, Powers: Flight 3 (16 MPH; Wings, Subtle), Senses 2 (Low-Light
Damage 4). Defenses: Dodge 2, Parry 2, Fortitude 4, Toughness Vision, Ultravision), Shrinking 8 (Permanent, Innate). Skills:
4, Will 0. Totals: Abilities 22 + Powers 12 + Advantages 0 + Perception 6 (+8), Stealth 2 (+12). Offense: Init +2, Attack +1
Skills 2 + Defenses 8 = Total 0 points. (Close, Damage 2). Defenses: Dodge 6, Parry 5, Fortitude
2, Toughness 2, Will 2. Totals: Abilities 12 + Powers 23 +
This archetype includes cows, bison, and buffalo, typically 5 Advantages 0 + Skills 4 + Defenses 4 = Total 19 points.
to 6 feet tall at the shoulder, weighing 1,500 to 2,400 pounds.
Rat PL3 MR1
Horse PL3 MR1
Str 4 Sta 0 Agl 2 Dex 1 Fgt 1 Int 4 Awe 1 Pre 4
Str 4 Sta 4 Agl 1 Dex 4 Fgt 2 Int 4 Awe 1 Pre 3
Powers: Senses 2 (Low-Light Vision, Acute Smell), Shrinking 10
Powers: Growth 4 (Permanent, Innate), Senses 2 (Extended (Permanent, Innate). Advantages: Benefit 1 (Athletics based
Vision, Low-Light Vision), Speed 4 (30 MPH). Skills: Perception on Agility). Skills: Athletics 3 (+5), Stealth 1 (+13). Offense: Init
4 (+5). Offense: Init +1, Attack +2 (Close, Damage 4). Defenses: +2, Attack +1 (Close, Damage 4). Defenses: Dodge 7, Parry 6,
Dodge 2, Parry 2, Fortitude 5, Toughness 4, Will 1. Totals: Fortitude 2, Toughness 2, Will 1. Totals: Abilities 18 + Powers
Abilities 14 + Powers 15 + Advantages 0 + Skills 2 + Defenses 23 + Advantages 1 + Skills 2 + Defenses 4 = Total 12 points.
6 = Total 9 points.

This archetype represents most horses. Heavier workhorses Snake, Constrictor PL4 MR2
have +1 Str. Trained war-horses have higher Fgt or Close
Str 3 Sta 1 Agl 2 Dex 0 Fgt 3 Int 5 Awe 1 Pre 4
Combat skill. Exotic winged horses (like the mythical Pegasus)
have Flight with the Wings modifier. Characters use Athletics Powers: Movement 1 (Slithering), Protection 2, Senses 2
to ride horses, unless the GM wishes to require an Expertise: (Infravision, Acute Smell). Advantages: Improved Grab. Skills:
Riding skill. Athletics 6 (+9), Perception 8 (+9), Stealth 8 (+10). Offense: Init
+2, Attack +3 (Close, Damage 3). Defenses: Dodge 5, Parry 5,
Fortitude 4, Toughness 3, Will 3. Totals: Abilities 2 + Powers 6 +
Insect Swarm PL3 MR1 Advantages 1 + Skills 11 + Defenses 10 = Total 30 points.
Str * Sta 0 Agl 3 Dex 2 Fgt 0 Int Awe 0 Pre
Powers: Burst Area Affliction 3 (Resisted by Fortitude; Dazed, Snake, Viper PL4 MR3
Stunned, Incapacitated), Insubstantial 2 (swarm, Permanent,
Str 3 Sta 0 Agl 3 Dex 0 Fgt 3 Int 5 Awe 1 Pre 4
Innate), Flight 2 (8 MPH). Offense: Init +3, Burst Area Affliction
(Fortitude DC 13). Defenses: Dodge 3, Parry 0, Fortitude Powers: Movement 1 (Slithering), Senses 2 (Infravision,
0, Toughness 0, Will . Totals: Abilities 18 + Powers 21 + Acute Smell), Shrinking 8 (Permanent, Innate), Weaken
Advantages 0 + Skills 0 + Defenses 0 = Total 3 points. Stamina 4 (Progressive, Linked to Strength Damage, venom).
Advantages: Benefit 1 (Athletics based on Agility). Skills:
*No effective Strength due to Insubstantial effect
Athletics 4 (+7), Perception 7 (+8), Stealth 3 (+14). Offense:
Init +3, Attack +3 (Close, Damage 3 plus Weaken). Defenses:
Rather than a single creature, this archetype is a swarm of tiny
Dodge 7, Parry 7, Fortitude 2, Toughness 2, Will 3. Totals:
insects, represented as a single entity. The swarm is immune
Abilities 10 + Powers 33 + Advantages 1 + Skills 7 + Defenses
to direct physical attack, although area effects and energy
6 = Total 37 points.
attacks still work against it. It attacks by engulfing targets
and using its Affliction, which represents numerous stings or This archetype represents a wide variety of small, poisonous
bites. Targets Immune to Fortitude effects or with any rank snakes: asps, cobras, rattlesnakes, vipers, and so forth. Feel
of Impervious Toughness can ignore the swarms attack. An free to vary the venom effect to suit the particular breed, in-
insect swarm that is incapacitated is dispersed. cluding using or adding an appropriate Affliction.
For non-flying insects, remove the swarms Flight. For unusual
swarms like undead or robotic insects, remove the swarms
Stamina and give it Immunity to Fortitude Effects.

Minion Archetypes 283


Andre Nutter (order #3338244) 1
Squid, Giant PL8 MR4 Cult Initiate PL2 MR2
Str 12 Sta 12 Agl 2 Dex 0 Fgt 4 Int 4 Awe 1 Pre 4 Str 1 Sta 1 Agl 0 Dex 0 Fgt 0 Int 0 Awe 0 Pre 1
Powers: Concealment Attack 4 (Visual, Cloud Area, Limited to Equipment: Dagger (Damage 1), Pistol (Damage 3). Advantages:
Underwater), Extra Limbs 4 (Tentacles), Growth 12 (Permanent, Connected, Equipment 2. Skills: Close Combat: Dagger 1 (+1),
Innate), Swimming 6 (30 MPH). Advantages: Improved Deception 4 (+5), Expertise: Cult Lore 4 (+4), Insight 4 (+4),
Grab. Skills: Perception 6 (+7). Offense: Init +2, Attack +4 Persuasion 4 (+5), Ranged Combat: Guns 1 (+1). Offense: Init
(Close, Damage 12). Defenses: Dodge 0, Parry 2, Fortitude +0, Dagger +1 (Close, Damage 2), Pistol +1 (Ranged, Damage
12, Toughness 12, Will 4. Totals: Abilities 2 + Powers 43 + 3), Unarmed +0 (Close, Damage 1). Defenses: Dodge 2, Parry 2,
Advantages 0 + Skills 3 + Defenses 11 = Total 55 points. Fortitude 3, Toughness 1, Will 1. Totals: Abilities 6 + Powers 0 +
Advantages 3 + Skills 9 + Defenses 7 = Total 25 points.
Giant squids are popular minions for seafaring heroes and
villains, usable for attacking ships and water-borne foes.
This archetype can also represent a giant octopus or similar
Cult Adept PL3 MR3
creature. An even larger variation is possible by adding more Str 1 Sta 1 Agl 1 Dex 0 Fgt 1 Int 0 Awe 0 Pre 1
ranks of Growth.
Equipment: Dagger (Damage 1), Pistol (Damage 3). Advantages:
Connected, Equipment 2. Skills: Close Combat: Dagger 2 (+3),

Cultists Deception 6 (+7), Expertise: Cult Lore 6 (+6), Insight 5 (+5),


Persuasion 6 (+7), Ranged Combat: Guns 3 (+3). Offense: Init
+1, Dagger +3 (Close, Damage 2), Pistol +3 (Ranged, Damage
Cults have a strong recurring role as threats in the comics, of-
3), Unarmed +1 (Close, Damage 1). Defenses: Dodge 4, Parry 4,
ten in service to a powerful master villain or an even greater
Fortitude 4, Toughness 1, Will 2. Totals: Abilities 10 + Powers 0 +
plot-device-level threat. Cultists are often fanatically loyal to Advantages 3 + Skills 14 + Defenses 11 = Total 38 points.
their cause, making them effective minions willing to do any-
thing for their master.
Cult Master PL4 MR4
A cult need not be religious in nature: some are cults of per-
sonality dedicated to a particular leader (typically a master Str 2 Sta 2 Agl 1 Dex 1 Fgt 1 Int 2 Awe 0 Pre 2
villain) while others are more political, social or cultural in Equipment: Dagger (Damage 1), Pistol (Damage 3).
nature. Trade out appropriate Knowledge skills and trappings Advantages: Connected, Equipment 2, Quick-Draw, Ritualist.
for members of these cults, such as arcane lore, civics or even Skills: Close Combat: Dagger 3 (+4), Deception 6 (+8),
popular culture in place of theology and philosophy. Expertise: Cult Lore 8 (+10), Insight 6 (+6), Persuasion 6 (+8),
Ranged Combat: Guns 3 (+4). Offense: Init +1, Dagger +4
Cult Acolyte PL1 MR1 (Close, Damage 2), Pistol +4 (Ranged, Damage 3), Unarmed
+1 (Close, Damage 2). Defenses: Dodge 6, Parry 6, Fortitude
Str 0 Sta 0 Agl 0 Dex 0 Fgt 0 Int 0 Awe 0 Pre 0 4, Toughness 2, Will 4. Totals: Abilities 22 + Powers 0 +
Advantages 5 + Skills 16 + Defenses 16 = Total 59 points.
Equipment: Dagger (Damage 1). Advantages: Connected,
Equipment. Skills: Close Combat: Dagger 1 (+1), Deception The term Cult Master is a bit of a misnomer, since many so-
4 (+4), Insight 3 (+3), Persuasion 4 (+4). Offense: Init +0, called Masters are in fact servants of a master villain, evil en-
Dagger +1 (Close, Damage 1), Unarmed +0 (Close, Damage tity, or some other power. Still, compared to most members
0). Defenses: Dodge 1, Parry 1, Fortitude 2, Toughness 0, Will
of the cult, the Master has considerable power, not the least
0. Totals: Abilities 0 + Powers 0 + Advantages 2 + Skills 6 +
of which is use of the Ritualist advantage and the ability to
Defenses 4 = Total 12 points.
perform magical rituals, using Expertise in Cult Lore in place
of Magic Expertise.

284 Minion Archetypes


Andre Nutter (order #3338244) 1
Demons
A demon is generally an evil extradimensional creature
from a hellish realm, which often resembles various places
from human myth and legend. Not all demons are created
equal, nor are they all the same. While some appear as the
traditional bestial and horn-headed evil that immediately
strikes fear into those around them, others look no different
than the average human at first glance. When confronted
or angered, however, their true nature is often revealed by
a slip in their faade, an intense fiery glow in their eyes that
not even the most expensive contact lenses can mask. The
majority of demonsno matter how they might appear at
firstdo share common abilities, such as batlike wings and
a penchant for flinging hellfire at their targets when in their
natural form.

Demon, Imp PL4 MR5


Str 1 Sta 2 Agl 1 Dex 1 Fgt 3 Int 0 Awe 1 Pre 0
Powers: Strength-based Damage 2 (Claws), Flight 2 (8 MPH;
Wings), Immunity 18 (Acid Damage, Aging, Cold Damage, Fire
Damage, Poison, Disease), Senses 2 (Darkvision), Shrinking 4
(Permanent, Innate). Advantages: Defensive Roll. Skills: Close
Combat: Claws 2 (+5), Deception 4 (+4), Expertise: Magic 4
(+4), Insight 4 (+4), Perception 4 (+4), Stealth 4 (+9). Offense:
Init +1, Claws +5 (Close, Damage 3). Defenses: Dodge 5, Parry
5, Fortitude 5, Toughness 3 (2 without Defensive Roll), Will 3.
Totals: Abilities 20 + Powers 33 + Advantages 1 + Skills 11 +
Defenses 7 = Total 72 points.

Imps are small demonic creatures, usually with bat-like wings,


forked tails, and horns. Sorcerers commonly summon them
as spies and minions.

Demon, Warrior PL6 MR5


Str 6 Sta 5 Agl 1 Dex 0 Fgt 5 Int 1 Awe 1 Pre 0
Powers: Strength-based Damage 1 (Claws), Immunity 18 (Acid
Damage, Aging, Cold Damage, Fire Damage, Poison, Disease),
Protection 2, Senses 2 (Darkvision). Skills: Intimidation 4 (+4),
Perception 4 (+5). Offense: Init +1, Claws +5 (Close, Damage
7). Defenses: Dodge 5, Parry 5, Fortitude 7, Toughness 7, Will
5. Totals: Abilities 34 + Powers 23 + Advantages 0 + Skills 4 + Demon, Tempter PL8 MR9
Defenses 10 = Total 71 points.
Str 0 Sta 4 Agl 2 Dex 2 Fgt 3 Int 1 Awe 2 Pre 5
Warrior demons tend to be human-sized, with power-
Powers: Affliction 8 (Resisted by Will; Dazed, Stunned, Con-
ful builds and tough (often scaly or bony) hides. They have
trolled), Strength-based Damage 3 (Claws), Flight 2 (8 MPH;
horns, claws, and a vicious temperament. Evil Sorcerers sum-
Wings), Immunity 18 (Acid Damage, Aging, Cold Damage,
mon them as minions and foot soldiers.
Fire Damage, Poison, Disease), Morph 1 (Human guise), Im-
pervious Protection 5, Senses 2 (Darkvision). Advantages:
Demon, Brute PL8 MR7 Attractive, Close Combat 4, Diehard, Fascinate (Deception).
Skills: Deception 8 (+13), Expertise: Magic 6 (+7), Insight
Str 10 Sta 5 Agl 0 Dex 0 Fgt 6 Int 1 Awe 1 Pre 1
8 (+10). Offense: Init +2, Claws +7 (Close, Damage 3). De-
Powers: Immunity 32 (Critical Hits, Fortitude Effects), Leaping fenses: Dodge 7, Parry 7, Fortitude 7, Toughness 9, Will 7.
2, Impervious Protection 5. Advantages: Diehard, Improved Totals: Abilities 38 + Powers 48 + Advantages 7 + Skills 11
Grab, Power Attack. Skills: Intimidation 8 (+7). Offense: Init 0, + Defenses 17 = Total 121 points.
Unarmed +6 (Close, Damage 10). Defenses: Dodge 6, Parry 6,
Fortitude , Toughness 10, Will 6. Totals: Abilities 36 + Powers The Tempter Demons primary purpose is to lure the moral
44 + Advantages 3 + Skills 4 + Defenses 13 = Total 100 points. into betraying their beliefs. Appearing as beautiful men and
women, Tempters can be recognized by their large, leathery
Brute demons are dull-witted creatures that bully and pum-
wings. They often keep these concealed under clothing. Oth-
mel their prey. Usually standing well over seven feet in height,
erwise, they tend to wear very little, opting for leather straps
these demons are typically a rotted green in color, with mas-
or brief armor when they parade their catches through their
sive builds and dark eyes. They are known to favor the use of
hellish home.
grabs as they lay into their target.

Minion Archetypes 285


Andre Nutter (order #3338244) 1
Dinosaurs One of the most massive land animals ever, the long-necked
brachiosaurus is also quite suitable as a template for simi-
larly massive and relatively placid dinosaurs such as the
Giant prehistoric reptiles, dinosaurs are most commonly the
brontosaurus.
minions of monster-makers who have resurrected them us-
ing cloning, or time-manipulating villains able to bring them
from the distant past into the present. They also show up in Deinonychus PL6 MR4
Lost World scenarios where the heroes visit places where
Str 3 Sta 3 Agl 4 Dex 0 Fgt 8 Int 4 Awe 3 Pre 0
the giant reptiles still thrive or end up stranded in the distant
past. Though dinosaurs are threatening on their own merits, Powers: Strength-based Damage 1 (Bite), Leaping 1 (15 feet),
some villains may specifically grant them other powers; by Protection 1, Speed 2 (8 MPH), Senses 4 (Low-light Vision, Acute
adding Immunity to Fortitude effects, you can easily create Smell, Tracking, Ultra-hearing). Advantages: Improved Grab,
robotic or undead dinosaurs as well. Improved Initiative. Skills: Perception 6 (+9), Stealth 4 (+8).
Offense: Init +8, Bite +8 (Close, Damage 4). Defenses: Dodge
8, Parry 8, Fortitude 7, Toughness 4, Will 5. Totals: Abilities 34
Brachiosaurus PL9 MR3 + Powers 9 + Advantages 2 + Skills 5 + Defenses 10 = Total 60
points.
Str 17 Sta 15 Agl 2 Dex 4 Fgt 0 Int 5 Awe 2 Pre 0
Powers: Line Area Damage 8 (Tail Smash; Alternate Effect of Six-foot-tall carnivorous pack-hunters, deinonychus are not-
Strength Damage), Growth 14 (Permanent, Innate), Protection ed for their ability to chase down prey. Theyre often confused
3, Senses 3 (Low-light Vision, Acute Smell, Ultra-hearing). with their smaller cousin, the velociraptor.
Skills: Perception 4 (+6). Offense: Init 2, Tail Smash (Dodge
DC 18, Damage 8), Unarmed +0 (Close, Damage 17). Defenses:
Dodge 5, Parry 5, Fortitude 15, Toughness 18, Will 2. Totals:
Stegosaurus PL9 MR4
Abilities 10 + Powers 36 + Advantages 0 + Skills 2 + Defenses Str 11 Sta 8 Agl 0 Dex 2 Fgt 6 Int 5 Awe 2 Pre 0
6 = Total 34 points.
Powers: Strength-based Damage 1(Bite), Growth 8 (Permanent,
Innate), Protection 6, Senses 3 (Low-light Vision, Acute Smell,
Ultra-hearing). Skills: Perception 8 (+10). Offense: Init +0,
Tail Strike +6 (Close, Damage 12). Defenses: Dodge 2, Parry 4,
Fortitude 13, Toughness 14, Will 5. Totals: Abilities 8 + Powers
27 + Advantages 0 + Skills 4 + Defenses 16 = Total 55 points.

This archetype can serve for most of the larger, armored


dinosaurs such as the stegosaurus, ankylosaurus, and tricer-
atops.

Tyrannosaurus Rex PL11 MR5


Str 13 Sta 12 Agl 0 Dex 1 Fgt 8 Int 4 Awe 3 Pre 0
Powers: Strength-based Damage 1 (Bite), Growth 10
(Permanent, Innate), Protection 2, Senses 4 (Low-light Vision,
Acute Smell, Track, Ultra-hearing). Advantages: Improved
Grab, Improved Initiative. Skills: Perception 8 (+11). Offense:
Init +4, Bite +8 (Close, Damage 14). Defenses: Dodge 4, Parry 6,
Fortitude 12, Toughness 14, Will 6. Totals: Abilities 22 + Powers
28 + Advantages 2 + Skills 4 + Defenses 15 = Total 71 points.

The king of dinosaurs, the infamous T. Rex is the most ag-


gressive predator of its type. A slightly smaller version can
suffice for the similar allosaurus. Reduce Growthand there-
fore Strength, Stamina, and related traitsby 2 ranks.

Pteranodon PL5 MR3


Str 2 Sta 2 Agl 4 Dex 0 Fgt 6 Int 4 Awe 3 Pre 0
Powers: Strength-based Damage 1 (Beak), Flight 3 (16 MPH;
Wings), Senses 3 (Extended Vision, Low-light Vision, Ultra-
hearing). Skills: Perception 6 (+9). Offense: Init +4, Bite +6
(Close, Damage 3). Defenses: Dodge 8, Parry 6, Fortitude 5,
Toughness 2, Will 5. Totals: Abilities 26+ Powers 7 + Advantages
0 + Skills 3 + Defenses 9 = Total 45 points.

This archetype is a medium-sized flying dinosaur, although


its wingspan is some 25 feet. You can create larger pterosaurs
by adding ranks of Growth to increase size and other traits
accordingly.

286 Minion Archetypes


Andre Nutter (order #3338244) 1
Monsters Gargoyle PL5 MR3
Monsters is a catchall category of creatures that show up Str 2 Sta 4 Agl 1 Dex 0 Fgt 4 Int 2 Awe 0 Pre 2
as minions, ranging from hostile plant life to fantasy crea-
Powers: Flight 2 (8 MPH; Wings), Immunity 10 (Life Support),
tures and giant, monstrous versions of otherwise mundane
Impervious Protection 2. Skills: Perception 4 (+4), Stealth 4
things. Comic book monsters may be creatures out of myths (+5). Offense: Init +1, Claws +4 (Close, Damage 2). Defenses:
and legends, the spawn of science run amok, aliens, beings Dodge 3, Parry 4, Fortitude 6, Toughness 6, Will 4. Totals:
from other dimensions, or anything else the Gamemaster Abilities 14 + Powers 16 + Advantages 0 + Skills 4 + Defenses
dreams up. 8 = Total 42 points.

Animated Tree PL8 MR2 Gargoyles are demonic-looking creatures with stony hides.
They may be animated from actual statues on the spur of the
Str 8 Sta 8 Agl 2 Dex 0 Fgt 4 Int Awe 0 Pre moment or stone-like creatures that simply look like medi-
Powers: Extra Limbs 4 (Branches), Growth 8 (Permanent, eval gargoyles. Gargoyles that are true unliving constructs
Innate), Immunity 2 (Suffocation). Advantages: Improved have no Stamina rank, Immunity to Fortitude Effects and Pro-
Grab. Offense: Init 2, Attack +4 (Close, Damage 8). Defenses: tection 6 for their Toughness bonus.
Dodge 0, Parry 4, Fortitude 8, Toughness 8, Will . Totals:
Abilities 16 + Powers 23 + Advantages 0 + Skills 0 + Defenses Giant Flytrap PL9 MR2
10 = Total 17 points.
Str 9 Sta 9 Agl 0 Dex 0 Fgt 6 Int Awe 0 Pre
This archetype represents a full-grown tree able to uproot it-
Powers: Extra Limbs 4 (Vines), Growth 9 (Permanent, Innate).
self and move about using its branches and roots. Animated
Advantages: Improved Grab. Offense: Init +0, Attack +6 (Close,
trees are common minions for plant-controlling characters or Damage 9). Defenses: Dodge 0, Parry 6, Fortitude 9, Toughness
those with nature-based powers. 9, Will . Totals: Abilities 8 + Powers 23 + Advantages 0 +
Skills 0 + Defenses 8 = Total 23 points.
Blob PL8 MR3
This archetype is a giant version of the normally innocuous
Str 8 Sta 8 Agl 0 Dex 4 Fgt 4 Int Awe 0 Pre insect-eating plant, a popular minion for plant-controlling
Powers: Reaction Damage 5 (When Touched), Growth 8 villains. Even larger and more powerful versions are possible
(Permanent, Innate), Insubstantial 1 (Permanent, Innate), with additional ranks of Growth.
Movement 1 (Slithering). Advantages: Improved Grab,
Improved Hold. Offense: Init +0, Attack +4 (Close, Damage Giant Insect PL6 MR1
8, plus Reaction Damage 5). Defenses: Dodge 0, Parry 4,
Fortitude 8, Toughness 8, Will . Totals: Abilities 20 + Powers Str 4 Sta 4 Agl 1 Dex 1 Fgt 3 Int Awe 0 Pre
45 + Advantages 2 + Skills 0 + Defenses 8 = Total 35 points. Powers: Growth 4 (Permanent, Innate), Movement 2 (Wall-
Crawling 2), Protection 1, Senses 4 (Darkvision, Acute Smell,
This archetype is a slithering blob of acidic ooze. It might
Tracking). Skills: Perception 6 (+6). Offense: Init +1, Bite +3
be an escaped scientific experiment, a primordial creature
(Close, Damage 4). Defenses: Dodge 3, Parry 3, Fortitude
from the dawn of life on Earth, an alien visitor, or demonic 6, Toughness 5, Will . Totals: Abilities 14 + Powers 18 +
hellspawn. Larger and more powerful blobs are possibly by Advantages 0 + Skills 3 + Defenses 8 = Total 15 points.
adding additional ranks of Growth.
Various sorts of giant insects appear as a result of scientific
Dragon PL9 MR6 experiments, mutagens (like radiation or biochemicals), or
as visitors from alien worlds. This archetype is a baseline gi-
Str 12 Sta 12 Agl 0 Dex 0 Fgt 6 Int 2 Awe 1 Pre 1 ant insect. Add appropriate effects for particular types of
Powers: Ranged Damage 12 (Fiery breath), Flight 6 (120 MPH; insects, such as Flight (Winged) for flying insects, Affliction
Wings), Growth 12 (Permanent, Innate), Protection 3 (Scales). or Weaken effects for venomous insects, and snare Affliction
Skills: Perception 4 (+5), Ranged Combat: Fiery Breath 6 (+6). effects for web-spinning insects. For even bigger creatures,
Offense: Init +0, Bite and Claw +6 (Close, Damage 12), Fiery add ranks of Growth. In spite of the name, this archetype
Breath +6 (Ranged, Damage 12). Defenses: Dodge 3, Parry 3, also serves for giant arachnids like spiders and scorpions as
Fortitude 12, Toughness 15, Will 6. Totals: Abilities 8 + Powers well.
58 + Advantages 0 + Skills 5 + Defenses 17 = Total 88 points.

This archetype is a fairly unintelligent monster. Some fan-


tasy dragons, however, are highly intelligent: for these, in-
Ninja
crease the archetypes mental abilities and provide it with The ninja have been a staple of comic books since the 1980s,
the necessary skills, including interaction skills, Insight, and particularly as minions for sinister cults and inscrutable
possibly Expertise: Magic. Some intelligent dragon are also Asian masterminds, though for a time they showed up al-
sorcerers with a Magic array and/or the Ritualist advantage. most everywhere. Highly capable ninja can be full-fledged
villains in their own right (see the Martial Artist archetype,
The dragon may have a different descriptor to its breath
for one example). Ninja minions tend to have martial arts
weapon than fire, perhaps even a Variable Descriptor, allow-
skills and weapons primarily as window dressing; theyre
ing it to make different types of attacks. You can make larger
capable fighters, but individually still no match for super
and more powerful dragons by adding ranks of Growth to
heroes.
the archetype.

Minion Archetypes 287


Andre Nutter (order #3338244) 1
Ninja Adept PL4 MR5
Str 1 Sta 1 Agl 3 Dex 3 Fgt 4 Int 0 Awe 2 Pre 0
Equipment: Sword (Strength-based Damage 3), Shuriken
(Ranged Multiattack Damage 1). Advantages: Defensive
Roll 2, Equipment 2, Improved Initiative. Skills: Acrobatics
7 (+10), Athletics 6 (+7), Deception 6 (+6), Expertise: Ninja
Lore 6 (+6), Intimidation 4 (+4), Perception 4 (+6), Ranged
Combat: Throwing 4 (+7), Sleight of Hand 5 (+8), Stealth 7
(+10). Offense: Init +7, Sword +4 (Close, Damage 4), Shuriken
+7 (Ranged, Multiattack Damage 1), Unarmed +4 (Damage
1). Defenses: Dodge 5, Parry 5, Fortitude 4, Toughness 3/1
(without Defensive Roll), Will 4. Totals: Abilities 28 + Powers 0
+ Advantages 5 + Skills 25 + Defenses 8 = Total 66 points.

Adept ninja are solid mid-tier minions with fairly high com-
bat accuracy and impressive stealth and acrobatic abilities for
their power level.

Ninja Master PL5 MR6


Str 1 Sta 1 Agl 3 Dex 3 Fgt 6 Int 0 Awe 2 Pre 0
Equipment: Sword (Strength-based Damage 3), Shuriken
(Ranged Multiattack Damage 1). Advantages: Defensive
Roll 2, Equipment 2, Improved Initiative. Skills: Acrobatics
7 (+10), Athletics 6 (+7), Deception 6 (+6), Expertise: Ninja
Lore 8 (+8), Intimidation 5 (+5), Perception 4 (+6), Ranged
Combat: Throwing 6 (+9), Sleight of Hand 6 (+9), Stealth 8
(+11). Offense: Init +7, Sword +6 (Close, Damage 4), Shuriken
+9 (Ranged, Multiattack Damage 1), Unarmed +6 (Damage
1). Defenses: Dodge 7, Parry 7, Fortitude 5, Toughness 3/1
(without Defensive Roll), Will 5. Totals: Abilities 32 + Powers
0 + Advantages 5 + Skills 28 + Defenses 12 = Total 77 points.

Master ninja are capable lieutenants for lower power level


games. Their attack bonus can make them a threat against
even more powerful characters, especially if they are armed
with special weapons, such as poison or attacks aimed at a
heros weaknesses.

The listed archetypes are armed only with traditional ninja


weapons: shuriken (throwing stars) and a ninja-to (straight- Robots
edged sword). Modern ninja can also have more conventional Robots are the minions of choice for mad-scientist types, un-
weapons; any weapon with a Damage rank of 3 or lesssuch less the scientist has a specific focussuch as life sciences
as a light pistolmay be added without changing the ninjas that prohibits them. After all, robots feel no pain, do not get
overall power level. tired, have no personal agendas and dont have to be paid.
They also generally cant be subverted, except by reprogram-
Ninja Novice PL3 MR4 ming them.

Str 1 Sta 1 Agl 2 Dex 2 Fgt 2 Int 0 Awe 1 Pre 0 The robot minions given here are non-intelligent, only ca-
Equipment: Sword (Strength-based Damage 3), Shuriken pable of carrying out specific programmed instructions and
(Ranged Multiattack Damage 1). Advantages: Defensive orders, such as guard this installation against anyone who
Roll, Equipment 2, Improved Initiative. Skills: Acrobatics 6 does not know the password or attack! More sophisticated,
(+8), Athletics 5 (+6), Deception 4 (+4), Expertise: Ninja Lore intelligent robots are better handled as individual characters,
4 (+4), Intimidation 4 (+4), Perception 4 (+5), Ranged Combat: though an interesting twist would be to have one of a villains
Throwing 3 (+5), Sleight of Hand 4 (+6), Stealth 6 (+8). Offense: robot minions unexpectedly develop sentience (adding Intel-
Init +6, Sword +2 (Close, Damage 4), Shuriken +5 (Ranged, lect and Presence ranks to the archetype).
Multiattack Damage 1), Unarmed +4 (Damage 1). Defenses:
Dodge 5, Parry 5, Fortitude 3, Toughness 2/1 (without Defensive The archetype offers a basic model you can modify to suit ro-
Roll), Will 3. Totals: Abilities 18 + Powers 0 + Advantages 4 + bots with particular tasks. Common add-ons include sensor
Skills 20 + Defenses 8 = Total 50 points. packages providing Senses, special Movement capabilities or
Flight, and other weapons systems, typically as Alternate Ef-
Novice ninja are essentially themed thugs, primarily note- fects of the built-in weapons package.
worthy for their stealth abilities, which make them good at
infiltration and surprise.

288 Minion Archetypes


Andre Nutter (order #3338244) 1
Robot, Small PL4 MR2 Soldiers
Str 0 Sta Agl 0 Dex 0 Fgt 0 Int Awe 0 Pre Soldiers are professional trained fighters used in military op-
erations, as opposed to thugs, who are primarily hired mus-
Powers: Immunity 30 (Fortitude effects), Protection 5,
cle intended to intimidate and deal with criminal matters.
Shrinking 4 (Permanent, Innate). Skills: Close Combat:
Unarmed 4 (+4). Offense: Init +0, Unarmed +4 (Close, Damage
Villains and organizations sometimes have both as minions,
+0). Defenses: Dodge 3, Parry 3, Fortitude , Toughness 5, Will with soldiers handling the more direct fighting and thugs the
. Totals: Abilities 28 + Powers 44 + Advantages 0 + Skills 2 + enforcement and internal matters. Ultimately, use whichever
Defenses 2 = Total 20 points. archetypes work best for the situation.

Small robots tend to have non-humanoid forms, more often The archetypes equipment represents just their essential
insect-like or snake-like, perhaps resembling quadrupeds weapons and armor. Assign additional equipment as needed
such as cats or dogs. They may be intended for scouting or for particular missions, including different weapons, as ap-
maintenance work, re-tasked to serve as attack drones. propriate.

Robot, Medium PL5 MR2 Soldier, Green PL4 MR2


Str 5 Sta Agl 1 Dex 1 Fgt 0 Int Awe 0 Pre Str 1 Sta 1 Agl 1 Dex 1 Fgt 3 Int 0 Awe 0 Pre 0

Powers: Immunity 30 (Fortitude Effects), Protection 10 Equipment: Body Armor (Protection 4), Assault Rifle (Ranged
(Impervious 6). Advantages: Close Attack 5. Offense: Init 1, Multiattack Damage 5), Heavy Pistol (Ranged Damage 4).
Unarmed +5 (Close, Damage 5). Defenses: Dodge 0, Parry 0, Advantages: Equipment 6. Skills: Athletics 2 (+3), Expertise:
Fortitude , Toughness 10, Will . Totals: Abilities 24 + Powers Soldier 2 (+2), Perception 2 (+2), Ranged Combat: Guns 2
46 + Advantages 5 + Skills 0 + Defenses 1 = Total 28 points. (+3). Offense: Init +1, Pistol +3 (Ranged, Damage 3), Rifle +3
(Ranged, Multiattack Damage 5), Unarmed +3 (Close, Damage
The stock robot is usually humanoid. Some are androids, 1). Defenses: Dodge 3, Parry 3, Fortitude 3, Toughness 5
designed to look like humans, while others are more clearly (1 without armor), Will 2. Totals: Abilities 14 + Powers 0 +
mechanical. Theyre slow moving, but quite tough, compared Advantages 6 + Skills 4 + Defenses 6 = Total 30 points.
to most minions. Some robots may be equipped with built-
in ranged weapons (guns or blasters), giving them Ranged The green soldier is newly trained, but still capable, particu-
Damage 5 and Ranged Combat 6 skill with them, increasing larly with the benefits of modern weapons and armor.
cost by 13 points and making them rank 3 Minions.

Robot, Large PL7 MR4


Str 9 Sta Agl 0 Dex 0 Fgt 5 Int Awe 0 Pre
Powers: Ranged Damage 8 (Built-in Weapons), Growth
4 (Permanent, Innate), Immunity 30 (Fortitude Effects),
Protection 6. Skills: Ranged Combat: Built-in Weapons 6 (+6).
Offense: Init +0, Unarmed +5 (Close, Damage 9), Weapons +6
(Ranged, Damage 8). Defenses: Dodge 3, Parry 4, Fortitude
, Toughness 10, Will . Totals: Abilities 10 + Powers 61 +
Advantages 0 + Skills 3 + Defenses 6 = Total 60 points.

These hulking robots are easily a match for superheroes when


they work in pairs. They can also represent various kinds of
military and combat-oriented robots.

Robot, Colossal PL10 MR6


Str 16 Sta Agl 0 Dex 0 Fgt 4 Int Awe 0 Pre
Powers: Ranged Damage 11 (Built-in Weapons), Growth 16
(Permanent, Innate), Immunity 30 (Fortitude Effects). Skills:
Ranged Combat: Built-in Weapons 6 (+6). Offense: Init +0,
Unarmed +4 (Close, Damage 16), Weapons +6 (Ranged,
Damage 11). Defenses: Dodge 0, Parry 0, Fortitude ,
Toughness 16, Will . Totals: Abilities 22 + Powers 85 +
Advantages 0 + Skills 3 + Defenses 12 = Total 78 points.

The Colossal Robot is a city-demolishing minion suitable as


the invention of a Mad Scientist or the basis for a giant mecha.
It can constitute a threat for a whole hero team, especially if
it is treated as a full-fledged villain capable of sustaining mul-
tiple hits.

Minion Archetypes 289


Andre Nutter (order #3338244) 1
Thugs can be used as muggers, gangsters, gang members,
Soldier PL5 MR3 and henchmen for supervillains. They can also be used
as any type of hired muscle from a bodyguard to security
Str 1 Sta 1 Agl 1 Dex 1 Fgt 3 Int 0 Awe 0 Pre 0
guards.
Equipment: Body Armor (Protection 4), Assault Rifle
(Ranged Multiattack Damage 5),Heavy Pistol (Ranged
Damage 4). Advantages: Equipment 6. Skills: Athletics 4
Goon PL3 MR2
(+5), Close Combat: Unarmed 2 (+5), Expertise: Soldier 4 Str 3 Sta 3 Agl 0 Dex 0 Fgt 3 Int 1 Awe 1 Pre 0
(+4), Intimidation 2 (+2), Perception 4 (+4), Ranged Combat:
Guns 4 (+5). Offense: Init +1, Pistol +5 (Ranged, Damage Equipment: Pistol (Ranged Damage 3). Advantages:
3), Rifle +5 (Ranged, Multiattack Damage 5), Unarmed +5 Equipment 2. Skills: Intimidation 5 (+5), Ranged Combat:
(Close, Damage 1). Defenses: Dodge 5, Parry 5, Fortitude 5, Guns 3 (+3). Offense: Init +0, Pistol +3 (Ranged, Damage 3),
Toughness 5 (1 without armor), Will 5. Totals: Abilities 14 + Unarmed +3 (Close, Damage 3). Defenses: Dodge 2, Parry 3,
Powers 0 + Advantages 6 + Skills 10 + Defenses 15 = Total Fortitude 5, Toughness 3, Will 1. Totals: Abilities 14 + Powers 0
45 points. + Advantages 2 + Skills 4 + Defenses 6 = Total 26 points.

Similar to thugs, goons are the bruiser-types, even bigger and


Soldier, Veteran PL6 MR4 stronger, specializing in brutal beat-downs, but still none too
bright.
Str 2 Sta 1 Agl 1 Dex 1 Fgt 4 Int 0 Awe 0 Pre 0
Equipment: Body Armor (Protection 4), Assault Rifle (Ranged Some villains might make goons more of a threat by enhanc-
Multiattack Damage 5), Heavy Pistol (Ranged Damage 4). ing them, either with their own powers or outside resources.
Advantages: Equipment 6, Improved Initiative. Skills: Examples include the Strength- and Stamina-enhancing
Athletics 4 (+6), Close Combat: Unarmed 3 (+7), Expertise: drugs (boosting those abilities as high as 6) or things like
Soldier 7 (+7), Intimidation 4 (+4), Perception 6 (+6), Ranged magical enhancements to defenses.
Combat: Guns 6 (+7). Offense: Init +5, Pistol +7 (Ranged,
Damage 3), Rifle +7 (Ranged, Multiattack Damage 5), Bodyguard PL4 MR4
Unarmed +7 (Close, Damage 2). Defenses: Dodge 7, Parry
7, Fortitude 6, Toughness 5 (1 without armor), Will 5. Totals: Str 3 Sta 2 Agl 1 Dex 1 Fgt 4 Int 0 Awe 2 Pre 1
Abilities 18 + Powers 0 + Advantages 7 + Skills 15 + Defenses
Equipment: Brass knuckles (Strength-based Damage 1),
19 = Total 59 points.
Handcuffs, Pistol (Damage 3), Pepper spray. Advantages:
Chokehold, Equipment 2, Interpose, Quick Draw. Skills:
Soldier, Elite PL7 MR5 Athletics 2 (+5), Expertise: Bodyguard 6 (+6), Intimidation
4 (+5), Perception 6 (+8), Ranged Combat: Guns 4 (+5).
Str 3 Sta 1 Agl 1 Dex 1 Fgt 5 Int 0 Awe 0 Pre 0 Offense: Init +1, Pistol +5 (Ranged, Damage 3), Unarmed +4
Equipment: Body Armor (Protection 4), Assault Rifle (Ranged (Close, Damage 3, 4 with brass knuckles). Defenses: Dodge
Multiattack Damage 5), Heavy Pistol (Ranged Damage 4). 6, Parry 6, Fortitude 5, Toughness 2, Will 3. Totals: Abilities 28
Advantages: Equipment 6, Improved Initiative. Skills: + Powers 0 + Advantages 5 + Skills 11 + Defenses 11 = Total
Athletics 4 (+7), Close Combat: Unarmed 4 (+9), Expertise: 55 points.
Soldier 8 (+8), Intimidation 4 (+4), Perception 6 (+6), Ranged
Combat: Guns 8 (+9). Offense: Init +5, Pistol +9 (Ranged, The bodyguard is paid to stick close to the boss and provide
Damage 3), Rifle +9 (Ranged, Multiattack Damage 5), coverwith his own body, if necessary. A fair number of su-
Unarmed +9 (Close, Damage 3). Defenses: Dodge 9, Parry pervillain bodyguards are women, and this archetype works
9, Fortitude 6, Toughness 5 (1 without armor), Will 6. Totals: just as well for them (add the Attractive advantageor not
Abilities 22 + Powers 0 + Advantages 7 + Skills 17 + Defenses as you prefer).
23 = Total 69 points.
Hitman PL6 MR5
Thugs Str 2 Sta 2 Agl 2 Dex 4 Fgt 5 Int 1 Awe 1 Pre 1
Thugs are street muscle working for gangsters or minor vil- Equipment: Garrote (Chokehold and Improved Hold
lains. This archetype also works for members of street gangs, advantages), Sniper rifle (Ranged Damage 5, Improved Critical).
as well as professional hired muscle such as security guards Advantages: Improved Aim, Equipment 3. Skills: Deception
and rent-a-cops. 6 (+7), Expertise: Criminal 6 (+7), Perception 5 (+6), Ranged
Combat: Guns 3 (+7), Stealth 8 (+10). Offense: Init +2, Rifle +7
(Ranged, Damage 7, Crit. 19-20), Unarmed +5 (Close, Damage
Thug PL3 MR3 2). Defenses: Dodge 9, Parry 9, Fortitude 5, Toughness 2, Will
7. Totals: Abilities 36 + Powers 0 + Advantages 4 + Skills 14 +
Str 2 Sta 2 Agl 1 Dex 1 Fgt 2 Int 0 Awe 0 Pre -1
Defenses 20 = Total 74 points.
Equipment: Leather jacket (+1 Toughness), light pistol, cell
phone. Advantages: Equipment 2. Skills: Athletics 4 (+6), The hit-man is tasked with removing obstacles from his
Expertise: Choose One 4 (+4), Expertise: Criminal 2 (+2), employers path, usually with a high-range sniper rifle, al-
Expertise: Streetwise 4 (+4), Expertise: Current Events 2 (+2), though some prefer bombs, poisons, or other means. This
Intimidation 4 (+3), Stealth 2 (+3), Vehicles 4 (+5). Offense: archetype is suitable for a skilled syndicate hit-man or the
Init +1, Unarmed +2 (Close, Damage 2), Pistol +1 (Ranged, like. For truly world-class killers, see the Assassin villain ar-
Damage 3). Defense: Dodge 2, Parry 2, Fort 4, Tou 3/2, Will chetype.
0. Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 13 +
Defenses 3 = 32

290 Minion Archetypes


Andre Nutter (order #3338244) 1
Undead Skeleton PL2 MR2
Zombies are typically animated human corpses given a sem- Str 2 Sta Agl 1 Dex 0 Fgt 1 Int Awe 1 Pre
blance of life through magic or scientific means (exposure
Powers: Immunity 45 (Fortitude effects, Cold Damage, Half
to a disease or toxic waste, for example). Theyre a common
Damage from Slashing and Piercing Attacks), Protection 2.
threat on their own in hordes and serve as minions of necro-
Advantages: Improved Initiative. Offense: Init +5, Unarmed
mantic villains.
+1 (Close, Damage 2). Defenses: Dodge 1, Parry 1, Fortitude
The following zombie archetypes are all based on humans. , Toughness 2, Will . Totals: Abilities 24 + Powers 47 +
You can easily create other kinds of zombies and undead Advantages 1 + Skills 0 + Defenses 0 = Total 24 points.
creatures by taking another archetype, removing its Stamina
Skeletons are essentially fleshless zombies, faster and more
rank and applying Immunity to Fortitude Effects and suffi-
agile because of it, and even more resistant to various forms
cient Protection to make up for its lost Stamina in terms of
of harm. The kind of skeletons that show up to fight heroes
Toughness defense. This way you can make zombie animals
are often those of ancient warriors, and so may be equipped
or zombie dinosaurs, or you can create intelligent undead
with appropriate armor and weapons, improving their dam-
that retain their various advantages, skills and equipment,
age and Toughness by +2 each and increasing their power
such as zombie soldiers or undead cultists risen from the
level by 1 (although minion rank remains the same).
grave to follow their sorcerous master.

Zombie PL2 MR1 Mind-Controlled Zombie PL0 MR2


Str 0 Sta 0 Agl 0 Dex 0 Fgt 0 Int Awe 0 Pre 0
Str 2 Sta Agl 1 Dex 1 Fgt 1 Int Awe 1 Pre
Powers: Immunity 30 (Will Effects). Offense: Init +0, Unarmed
Powers: Immunity 30 (Fortitude effects), Protection 3.
+0 (Close, Damage 0). Defenses: Dodge 0, Parry 0, Fortitude
Offense: Init 1, Unarmed +1 (Close, Damage 2). Defenses:
0, Toughness 0, Will 0. Totals: Abilities 10 + Powers 30 +
Dodge 0, Parry 1, Fortitude , Toughness 3, Will . Totals:
Advantages 0 + Skills 0 + Defenses 0 = Total 20 points.
Abilities 30 + Powers 33 + Advantages 0 + Skills 0 + Defenses
1 = Total 4 points. Otherwise ordinary people brainwashed or controlled by
malevolent forces, these zombies are living people but in a
This archetype is a typical low-level zombie. They are not
profound trance that leaves them mindless and utterly obedi-
much a threat to superheroes, but can be to ordinary people,
ent to their masters will. As a side effect it completely shields
particularly given their immunity to most things that concern
them against mental powers and interaction targeting Will
living beings.
(such as Intimidation).
Variations on the basic zombie archetype include making
Although not as powerful as even conventional undead zom-
them flesh-eaters (no real change in game traits, apart from
bies, mind-controlled zombies make up for it in two areas.
the gruesome visuals) and making their condition con-
First, they tend to be numerous, perhaps even the entire pop-
tagious, either to anyone killed by them, or even anyone
ulation of a city or world! Second, because they are innocent
scratched or bitten (suffering at least an injured result from
people, heroes tend to be reluctant to hurt them or even risk
damage).
seriously harming them.

Minion Archetypes 291


Andre Nutter (order #3338244) 1
Hero Animals Many super heroes have pets. Most of these critters are rela-
tively normal creatures that provide companionship, but a
few of them actually have super powers themselves. Most no-
table among these animal heroes is Supermans dog, Krypto.
The Hound of Steel, however, is just one in a list of super cats,
horses, and even monkeys that have surfaced over the years. A
few animals arent even properly pets, but heroes in their own
right, like Detective Chimp, Rex the Wonder Dog, or the Zoo
Crew of Earth-26. In the far future, super animals even join to-
gether to form a Legion of Super-Pets. In the DC Universe, a
lack of opposable thumbs is no obstacle to being a hero.

Krypto, the Super-Dog


Krypto is a Kryptonian canine with powers beyond the realm
of mortal dogs. He possesses all of Supermans powers in ca-
nine proportions while under a yellow sun, and all of the Man
of Steels vulnerabilities. He is exceptionally intelligent, ap-
proaching or reaching human intelligence. Despite this, hes
still a dog, with canine instincts and limitations. But hes a dog
with heat vision, and thats pretty cool.

Krypto totally devoted to Superman, Superboy and the rest


of the Superman family. He was Jimmy Olsens dog for a time,
using the alias Pal to hide his identity. After a rocky start with
Lois Lane, the two have come to appreciate and understand
each other. Batman is also fond of him, sometimes borrow-
ing the animal when his keen senses would be of use. After
Krypto assisted Superman in a terrible battle against the su-

Krypto, the Super-Dog PL12 243 points Streaky, the Super-Cat PL10 185 points
Abilities: Str 14 Sta 14 Agl 4 Dex 0 Fgt 6 Int -1 Awe 3 Pre 3 Abilities: Str 10 Sta 10 Agl 5 Dex 0 Fgt 4 Int -3 Awe 2 Pre 1
Powers: Dog (Shrinking 3, Innate, Normal Strength, Powers: Cat (Movement 1 (Safe Fall); Shrinking 6, Innate,
Permanent); Flight (Flight 15 (64,000 MPH)), AE: Fast (Speed Normal Strength, Permanent); Flight (Flight 15 (64,000 MPH)),
15 (64,000 MPH), Quickness 6, Stacks with Superspeed); Heat AE: Fast (Speed 16 (64,000 MPH*), Quickness 6, Stacks with
Vision (Ranged Damage 14); Invulnerability (Impervious Superspeed); Invulnerability (Impervious Toughness 10;
Toughness 14; Immunity 10 (Life Support)); Super-Bite Immunity 10 (Life Support)); Super-Claws (Strength-based
(Strength-based Damage 1); Super-Senses (Senses 18 (Acute Damage 2); Super-Senses (Senses 15 (Acute and Extended
and Extended Hearing, Acute and Extended Smell, Extended Hearing, Extended Vision 3, Infravision, Microscopic Vision 4,
Vision 3, Infravision, Microscopic Vision 4, Ultra-Hearing, Ultra-Hearing, Vision Penetrates Concealment (except lead)));
Tracking, Vision Penetrates Concealment (except lead))); Super-Speed (Quickness 8); Super-Strength (Enhanced
Super-Speed (Quickness 8); Super-Strength (Enhanced Strength 3, Limited to Lifting (lifting Str 13; 200 tons))
Strength 4, Limited to Lifting (lifting Str 18; 6,000 tons))
Advantages: Defensive Attack, Defensive Roll 2, Favored Foe
Advantages: All-out Attack, Close Attack, Interpose, Power (Mice), Improved Initiative
Attack, Startle, Ultimate Effort (Toughness checks)
Skills: Acrobatics 5 (+10), Athletics 7 (+17), Close Combat:
Skills: Athletics 8 (+22), Close Combat: Super-Bite 2 (+8), Super-Claws 4 (+8), Perception 6 (+8), Purr-suasion 5 (+6),
Intimidation 5 (+8), Perception 9 (+12), Ranged Combat: Heat Stealth 2 (+13*)
Vision 8 (+8)
Offense: Initiative +9, Super-Claws+8 (Close, Damage 12),
Offense: Initiative +4, Bite +9 (Close, Damage 15), Heat Vision Unarmed +4 (Close, Damage 10)
+8 (Ranged, Damage 14), Unarmed +6 (Close, Damage 14)
Defense: Dodge 10*, Parry 10*, Fortitude 10, Toughness
Defense: Dodge 10*, Parry 10*, Fortitude 14, Toughness 14, 12/10**, Will 4 *Includes Shrinking modifiers. **Without
Will 6 *Includes Shrinking modifiers. Defensive Roll.
Totals: Abilities 86 + Powers 124 + Advantages 6 + Skills 16 + Totals: Abilities 58 + Powers 100 + Advantages 5 + Skills 15 +
Defenses 11 = 243 Defenses 7 = 185
Complications: Canine Limitations: Krypto is a powerful, Note: Streakys Purr-suasion Skill functions like Persuasion
smart dog but hes still a dog. He cant talk, has no opposable thats not useful for complex negotiations. It mostly gets him
thumbs and follows his animal instincts. Bad Dog!: Krypto is affection and lets him get out of trouble.
fiercely protective of Superman and his family. He often reacts
Complication: Feline Limitations: Unlike Krypto, Streaky
violently when his loved ones are in danger. Good Dog!:
doesnt possess the boosted intellect common to Kryptonian
Krypto is extremely loyal and devoted. He also likes kids and
animals. While he can rip the wings off a jetliner, he generally
is generally good-natured. Kryptonian: Krypto is vulnerable
behaves like an Earth feline, albeit a fairly bright one.
to magic, red-sun radiation, and kryptonite just like Superman.

292 Heroes & Villains, Vol. 2


Andre Nutter (order #3338244) 1
But What About Beppo?
There are more super animals than can be done justice in this entry. Some, like Detective Chimp or Orions dog Sturmer,
are detailed elsewhere. Others, like Comet the Super-Horse, arent really animals so much as weird angel-alien centaurs,
and others like Ace the Bat-Hound havent really shown up since Crisis on Infinite Earths. The three super animals detailed
here are those who get the most attention in current comics and thus are included with complete statistics. In case you
are wondering, Beppo was the super monkey.

perhuman Atlas, the citizens of Metropolis have come to view


Krypto as a proud addition to their city. Though the Legion
of Super-Pets isnt yet officially established as existing on
Earth-0, Krypto was a founding member of previous versions.

Streaky, the Super-Cat


Streaky is Supergirls cat. After being exposed to a rare form
of kryptonite (X-Kryptonite) Streaky was transformed, gain-
ing powers similar to that of a Kryptonian. Like Krypto,
Streaky was a member of the Legion of Super-Pets, though it
is unknown if that group will be formed on Earth-0. Note that
in current DC continuity, Streaky doesnt actually have super-
feline abilities. However, as the Supercat has shown up in
various places from Wednesday Comics to animated cartoons,
his statistics are provided.

Rex the Wonder Dog


Though not Super in the sense that he has a connection to
Krypton, its hard to argue that Rex is not a super animal. Origi-
nally injected with a super-serum during WWII, Rex was further
augmented by drinking from the fabled Fountain of Youth. Rex the Wonder Dog PL8 139 points
Possessing exceptional intelligence and physical abilities and
eternal youth, Rex is more capable than most humans. Over Abilities: Str 3 Sta 3 Agl 5 Dex 0 Fgt 5 Int 2 Awe 5 Pre 2
the years, Rex has been a decorated war hero, an intergalactic Powers: Bite (Strength-based Damage 2); Dog (Senses 4 (Acute
explorer, and even an honorary Native American chief. Hes ex- Smell, Low-light Vision, Tracking, Ultra-hearing); Shrinking
posed Nazi spies, fought dinosaurs, and is considered an hon- 1, Innate, Normal Strength, Permanent; Speed 3 (16 MPH));
ored member of Earths mystical community. He can even ride Wonder Dog (Comprehend 2 (Animals; Speak To, Understand);
a horse in a pinch. Along with his friend, Detective Chimp, hes Feature 1 (Wonder Dog*); Immunity 2 (Aging, Disease))
a top operative of the U.S. governments Bureau of Amplified Advantages: All-out Attack, Animal Empathy, Beginners
Animals (thats right, BAA). Rexs brother, Pooch, was also a war Luck, Connected, Defensive Roll 3, Evasion, Fearless, Great
hero, fighting alongside the WWII unit known as the Losers. Endurance, Improved Trip, Improvised Tools, Instant Up, Jack-
of-all-trades, Languages 4, Luck 2, Startle
Skills: Acrobatics 2 (+7), Athletics 9 (+12), Close Combat: Bite
4 (+9), Deception 2 (+4), Expertise: Animal Handling 5 (+7),
Expertise: History 4 (+6), Expertise: Military 6 (+8), Expertise:
Magic 3 (+5), Insight 4 (+9), Intimidation 5 (+7), Investigation
4 (+6), Perception 7 (+12), Persuasion 3 (+5), Stealth 2 (+7**)
Offense: Initiative +5, Bite +9 (Close, Damage 5), Unarmed +5
(Close, Damage 3)
Defense: Dodge 10**, Parry 10**, Fortitude 8, Toughness
6/3***, Will 8 *Rexs Wonder Dog Feature lets him attempt tasks
most dogs just cant like horse riding, driving, bull-fighting, and
so on. GMs may apply penalties for exceptionally unlikely tasks.
**Includes Shrinking modifiers. ***Without Defensive Roll.
Totals: Abilities 50 + Powers 20 + Advantages 21 + Skills 30 +
Defenses 18 = 139
Complications: Dog: Rex is a dog and that imposes rather
obvious limitations. However, hes a genius dog that can talk,
so these limitations dont come up much. His Feature (Wonder
Dog) lets him attempt tasks he has no business trying as a
canine, such as riding a horse or driving a car.

Heroes & Villains, Vol. 2 293


Andre Nutter (order #3338244) 1
Appendix
The table on this and the following pages lists all the characters in Heroes & Villains, Vol. 2 by power level, from highest to low-
est. Keep in mind that power level does not always give a full picture of a characters potency (O.M.A.C. Cyborgs being a good
example). But it can give you a good idea of how tough an opponent a villain is, or how powerful an ally a hero might be. The
characters highlighted in green denote a character whose power point total is correct for a character of that power level. For
example, Iron Munro (see page 272) is a PL10 super hero who costs 150 power points, just as Shadow Thief (see page 175) is a
PL11 super-villain who costs 165 points.

Heroes & Villains by Power Level


Name POwer level Page Name POwer level Page
Kid Eternity X 231 Magog 13 33

Mr. Mxyzptlk X 62 Mon-El 13 16

Nekron X 74 Mongul 13 67

Neron X 77 Morgaine Le Fay 13 70

Phantom Stranger X 105 Parasite 13 98

Trigon the Terrible X 244 Power Girl 13 113

Spectre 18 189 Star Sapphire 13 192

Monarch 17 65 Troy, Donna 13 245

Mordru 16 69 Ultra-Humanite 13 249

Starro the Conqueror 15 203 Uncle Sam 13 251

Starro the Conqueror 15 204 Vandal Savage 13 252

Superman 15 216 Black Alice 12 165

Swamp Thing 15 220 Frankenstein 12 169

Wonder Woman 15 266 Highmaster Manhunter 12 43

Forerunner 14 66 Hippolyta 12 270

Lady Shiva 14 8 Knockout 12 164

Larfleeze 14 90 Krypto 12 292

Lord Satanus 14 26 Lightray 12 79

Lord, Maxwell 14 24 Major Disaster 12 35

Luthor, Lex 14 27 Manhunter (Paul Kirk) 12 40

Major Force 14 36 Max Mercury 12 46

Martian Manhunter 14 44 Metallo 12 49

Orion 14 91 Metamorpho 12 50

Prometheus 14 117 Miri 12 194

Rs al Ghl 14 125 Miss Martian 12 54

Sabbac 14 153 Mister Mind 12 59

Saint Walker 14 154 Mister Miracle 12 60

Sinestro 14 181 O.M.A.C. 12 87

Solomon Grundy 14 186 Psycho-Pirate 12 119

Sorrow, Johnny 14 187 Queen Bee 12 120

Ace Android 13 150 Reverse-Flash 12 140

Artemis 13 269 Shark 12 176

Fatality 13 194 Sinestro Corpsman 12 184

Lobo 13 22 Starman (Ted Knight) 12 198

294 Appendix
Andre Nutter (order #3338244) 1
Heroes & Villains by Power Level
Name POwer level Page Name POwer level Page
StarMan (Thom Kallor) 12 201 Tattooed Man 11 223

Steel 12 205 Toyman 11 238

Superboy 12 212 Toyman Robot 11 239

Supergirl 12 214 The White Ghost 11 12

Terra 12 232 Wildcat 11 263

Terra-Man 12 235 Wildfire 11 264

Timber Wolf 12 237 Zatanna 11 277

Ultra Boy 12 248 Ace I 10 150

Wonder Girl 12 265 Ace III 10 150

Zauriel 12 279 Bouncing Boy 10 15

Zoom 12 14 Duploid 10 72

Bombshell 11 230 Dwarfstar 10 162

Cain, David 11 10 Flying Fox 10 271

Dex-Starr 11 136 Fury 10 272

Giant Animated Tree 11 112 Girder 10 146

Ivo Robot 11 116 Gold 10 47

King Shark 11 163 Grace 10 94

Magenta 11 32 Halo 10 95

Morrow Android 11 223 Indigo 10 96

O.M.A.C. Cyborg 11+ 86 Iron 10 48

The Penguin 11 101 Iron Munro 10 272

Plastic Man 11 107 Jack II 10 150

Plastique 11 110 Jeanette 10 162

Poison Ivy 11 111 Jervis Tetch 10 30

Prankster 11 115 King II 10 151

Professor Ivo 11 116 Klarion 10 170

Red Star 11 138 Lead 10 48

Red Tornado 11 139 Lightning Lad 10 20

Richard Dragon 11 122 Looker 10 96

Saturn Girl 11 158 Madame Xanadu 10 31

Shade 11 171 Manhunters 10 42

Shadow Lass 11 18 Mercury 10 48

Shadow Thief 11 175 Mirror Master 10 52

Shrapnel 11 178 The Mist (Nash) 10 55

Silver Banshee 11 179 The Mist (Unknown) 10 57

Silver Swan 11 180 Mr. Freeze 10 58

Starfire 11 195 Multiplex 10 71

Stargirl 11 196 Nightshade 10 79

Starman (Jack Knight) 11 199 Nightwing 10 81

Sturmer, War Dog of Orion 11 92 Obsidian 10 83

T.O. Morrow 11 222 Ocean Master 10 84

Appendix 295
Andre Nutter (order #3338244) 1
Heroes & Villains by Power Level
Name POwer level Page Name POwer level Page
Offspring 10 109 Tyroc 10 20

Oracle 10 87 Vixen 10 256

Orange Lantern Construct 10 90 Weather Wizard 10 262

Peacemaker 10 99 Will Magnus 10 47

Per Degaton 10 103 Zsasz, Victor 10 281

Phantom Girl 10 16 Alpha 9 10

Pied Piper 10 106 Amanda Waller 9 209

Platinum 10 48 Arrowette 9 276

Plunder 10 146 Bulleteer 9 168

Polar Boy 10 17 Detective Chimp 9 173

Queen II 10 151 Faust 9 94

The Question (Vic Sage) 10 121 Machiste 9 260

Ragman 10 124 Man-Bat 9 38

Ravager 10 128 Manhunter (Kate Spencer) 9 41

Raven 10 129 Manhunter (Kirk DePaul) 9 39

The Ray 10 131 Mercy 9 29

Red Devil 10 133 Merlyn 9 11

Red Hood 10 134 Mister Terrific (Michael Holt) 9 63

Rick Flag 10 210 Mister Terrific (Terry Sloane) 9 64

The Riddler 10 142 Morgan, Jennifer 9 259

Sandman (Sanderson Hawkins) 10 155 Murmur 9 73

Scandal Savage 10 164 Nightmaster 9 174

Scarecrow 10 160 Parademon 9 165

Sensor Girl 10 17 The Question (Renee Montoya) 9 125

Shadow Homunculus 10 80 Rag Doll (Peter Merkel, Jr.) 9 163

Shining Knight 10 177 Red Robin 9 136

Shining Knight (Ystina) 10 167 Roulette 9 148

Shrinking Violet 10 19 Starman (David Knight) 9 200

Siren 10 185 S.T.R.I.P.E. 9 197

Starman (Mikaal Tomas) 10 200 T-Spheres 9 64

Streaky 10 292 Thorn 9 236

Sun Boy 10 211 Traci Thirteen 9 240

Tar Pit 10 146 Vaporlock 9 207

Technocrat 10 97 Vigilante 9 255

Thunder 10 98 Warlord 9 258

Tin 10 49 Aquagirl 8 229

The Top 10 147 Doctor Moon 8 11

Trickster 10 241 Empress 8 276

Trident 10 243 Mariah 8 260

Tsunami 10 274 Nemesis 8 75

Two-Face 10 247 Neptune Perkins 8 273

296 Appendix
Andre Nutter (order #3338244) 1
Heroes & Villains by Power Level
Name POwer level Page Name POwer level Page
Rex, the Wonder Dog 8 293 Vanguard 7 169

Robin 8 143 Drone Bee Swarms 6 120

Sandman (Wesley Dodds) 8 157 Java 6 52

Secret 8 276 Sandy 6 156

Shakira 8 260 Starrophytes 6 204

Speedy 8 191 Trevor, Steve 6 268

Talia 8 127 Winged Victory 6 177

Tara 8 261 Candy, Etta 5 269

Teekl 8 170 Holland, Abby 4 222

Tigress 8 273 Stagg, Simon 4 52

Tinder 8 261 STAR Kilotrax 4 228

Ubu 8 127 Lane, Lois 3 218

Vigilante (Greg Saunders) 8 254 Oberon 3 61

Warlock's Daughter 8 174 Kent, Jonathan 2 219

Zachary Zatara 8 232 Kent, Martha 2 219

Dyna-Mite 7 271 Olsen, Jimmy 2 219

Prudence 7 12 Stagg, Sapphire 2 52

Villains by Power Level


Name POwer level Page Name POwer level Page
Mr. Mxyzptlk X 62 Sorrow, Johnny 14 187

Nekron X 74 Ace Android 13 150

Neron X 77 Lobo 13 22

Trigon the Terrible X 244 Magog 13 33

Monarch 17 65 Mongul 13 67

Mordru 16 69 Morgaine Le Fay 13 70

Starro 15 203 Parasite 13 98

Starro the Conqueror 15 204 Star Sapphire 13 192

Forerunner 14 66 Ultra-Humanite 13 249

Lady Shiva 14 8 Vandal Savage 13 252

Larfleeze 14 90 Black Alice 12 165

Lord Satanus 14 26 Highmaster Manhunter 12 43

Lord, Maxwell 14 24 Knockout 12 164

Luthor, Lex 14 27 Metallo 12 49

Major Force 14 36 Miri 12 194

Prometheus 14 117 Mister Mind 12 59

Rs al Ghl 14 125 Psycho-Pirate 12 119

Sabbac 14 153 Queen Bee 12 120

Sinestro 14 181 Reverse-Flash 12 140

Solomon Grundy 14 186 Shark 12 176

Sinestro Corpsman 12 184

Appendix 297
Andre Nutter (order #3338244) 1
Villains by Power Level
Name POwer level Page Name POwer level Page
Starman (Ted Knight) 12 198 The Mist (Unknown) 10 57

Terra 12 232 Mr. Freeze 10 58

Terra-Man 12 235 Multiplex 10 71

Zoom 12 14 Ocean Master 10 84

Cain, David 11 10 Orange Lantern Construct 10 90

Dex-Starr 11 136 Per Degaton 10 103

Giant Animated Tree 11 112 Pied Piper 10 106

Ivo Robot 11 116 Plunder 10 146

King Shark 11 163 Queen II 10 151

Magenta 11 32 Red Hood 10 134

Morrow Android 11 223 The Riddler 10 142

O.M.A.C. Cyborg 11+ 86 Scandal Savage 10 164

The Penguin 11 101 Scarecrow 10 160

Plastique 11 110 Shadow Homunculus 10 80

Poison Ivy 11 111 Siren 10 185

Prankster 11 115 Tar Pit 10 146

Professor Ivo 11 116 The Top 10 147

Shade 11 171 Trickster 10 241

Shadow Thief 11 175 Trident 10 243

Shrapnel 11 178 Two-Face 10 247

Silver Banshee 11 179 Weather Wizard 10 262

Silver Swan 11 180 Will Magnus 10 47

T.O. Morrow 11 222 Zsasz, Victor 10 281

Tattooed Man 11 223 Alpha 9 10

Toyman 11 238 Man-Bat 9 38

Toyman Robot 11 239 Mercy 9 29

The White Ghost 11 12 Merlyn 9 11

Ace I 10 150 Murmur 9 73

Ace III 10 150 Parademon 9 165

Duploid 10 72 Rag Doll (Peter Merkel, Jr.) 9 163

Dwarfstar 10 162 Roulette 9 148

Girder 10 146 Doctor Moon 8 11

Grace 10 94 Talia 8 127

Jack II 10 150 Tinder 8 261

Jeanette 10 162 Ubu 8 127

Jervis Tetch 10 30 Prudence 7 12

King II 10 151 Drone Bee Swarms 6 120


Manhunters 10 42 Java 6 52
Mirror Master 10 52 Starrophytes 6 204
The Mist (Nash) 10 55 Stagg, Simon 4 52

298 Appendix
Andre Nutter (order #3338244) 1
A Fury................................................................................ 272
Index
Helena Kosmatos...............................................272 M
Abby Holland............................................................. 222
Machiste...................................................................... 260
Ace Android II............................................................ 150 G Madame Xanadu................................................. 3132
Ace III............................................................................. 150
Gabriels Horn............................................................ 226 Magenta.................................................................. 3233
Alpha................................................................................10
Gargoyle...................................................................... 287 Magog..................................................................... 3335
Amanda Waller................................................ 209210
Giant Animated Tree............................................... 112 Major Disaster....................................................... 3536
Ampa Nnn................................................................... 183
Giant Flytrap............................................................... 287 Major Force............................................................ 3637
Animated Tree........................................................... 287
Giant Insect................................................................. 287 Mallow.......................................................................... 184
Aquagirl............................................................. 229230
Girder............................................................................ 146 Man-Bat................................................................... 3839
Arkillo............................................................................ 183
Gold.......................................................................... 4748 Manhunter (Kirk DePaul).................................. 3940
Arrowette.................................................................... 276
Goon............................................................................. 290 Manhunter (Paul Kirk)................................................40
Artemis......................................................................... 269
Grace........................................................................ 9495 Manhunters........................................................... 4243
Manuhunter (Kate Spencer)............................ 4142
B Mariah........................................................................... 260
H Martian Manhunter............................................ 4445
Bat.................................................................................. 282
Bear................................................................................ 282 Haasp the Hunter..................................................... 184 Max Mercury.................................................................46
Bedovian...................................................................... 183 Halo.......................................................................... 9596 Maxwell Lord......................................................... 2425
Belle Reve.................................................................... 209 Herd Animal............................................................... 283 Mercury...........................................................................48
Black Alice................................................................... 165 Highmaster Manhunter............................................43 Mercy...............................................................................29
Blob............................................................................... 287 Hippolyta..................................................................... 270 Merlyn..................................................................... 1112
Bodyguard.................................................................. 290 Hitman.......................................................................... 290 Metallo.................................................................... 4950
Bombshell......................................................... 230231 Horse............................................................................. 283 metal Men.............................................................. 4749
Borialosaurus............................................................. 183 House of Cards.......................................................... 149 Metamorpho......................................................... 5052
Bouncing Boy................................................................15 House of Secrets....................................................... 162 Mind-Controlled Zombie....................................... 291
Brachiosaurus............................................................ 286 Miri................................................................................. 194
Bronze Tiger...................................................................13 I MIrror Master........................................................ 5254
MIss Martian.......................................................... 5455
Brother Eye....................................................................86
Bulleteer............................................................. 168169 Indigo...................................................................... 9697 Mister Mind........................................................... 5960
Butcher, the................................................................ 136 Insect Swarm.............................................................. 283 Mister Miracle....................................................... 6061
Iron...................................................................................48 Mister Terrific (Michael Holt)........................... 6364
Iron Munro........................................................ 272273 Mister Terrific (Terry Sloane)....................................64
C Mist, the.................................................................. 5557
Cassandra Cain.............................................................13 J Nash.................................................................5556
Unknown................................................................57
Cat.................................................................................. 282
Crocodile..................................................................... 282 Jack II................................................................... 150151 Monarch.................................................................. 6566
Cult Acolyte................................................................ 284 Jason Todd.................................................................. 145 Mon-El.............................................................................16
Cult Adept................................................................... 284 Java...................................................................................52 Mongul.................................................................... 6768
Cult Initiate................................................................. 284 Jeanette............................................................. 162163 Monkey........................................................................ 283
Cult Master.................................................................. 284 Jennifer Morgan........................................................ 259 Mordru.................................................................... 6970
Jimmy Olsen............................................................... 219 Morgaine le Fey.................................................... 7071
Mr. Mxyzptlk.......................................................... 6263
D K Mr. Freeze............................................................... 5859
Damian Wayne.......................................................... 145 Multiplex................................................................. 7172
David Cain.............................................................. 1011 Karu-Sil......................................................................... 184 Murmur................................................................... 7374
Deinonychus.............................................................. 286 Kent, Jonathan.......................................................... 220 Murr the Melting Man............................................ 184
Demon, Brute............................................................. 285 Kent, Martha............................................................... 220
Demon, Imp............................................................... 285 Kid Eternity................................................................. 231
King II............................................................................ 151
N
Demon, Tempter....................................................... 285
Demon, Warrior......................................................... 285 King Shark................................................................... 163 Nekron..................................................................... 7475
Despotellis.................................................................. 183 Kiriazis........................................................................... 184 Nemesis.................................................................. 7576
Detective Chimp............................................. 173174 Klarion.......................................................................... 170 Neptune Perkins....................................................... 273
Devildog...................................................................... 184 Knockout........................................................... 164165 Neron...............................................................................77
Dex-Starr...................................................................... 136 Krypto........................................................................... 292 New Gods, the..............................................................78
Dick Grayson.............................................................. 145 Kryptonite..........................................................114, 218 Nightmaster............................................................... 174
Doctor Moon.................................................................11 Kyle Abbot.....................................................................13 Nightshade............................................................ 7980
Dog................................................................................ 282 Nightwing.............................................................. 8182
Dragon......................................................................... 287 L Ninja Adept................................................................. 288
Dwarfstar..................................................................... 162 Ninja Master............................................................... 288
Lady Shiva............................................................ 89, 13 Ninja Novic.................................................................. 288
Dyna-Mite................................................................... 271
Larfleeze, Agent Orange...........................................90

E
Lead..................................................................................48
League of Assassins............................................ 1013
O
Elephant....................................................................... 283 Legion Cruiser...............................................................15 Oberon............................................................................61
Empress.............................................................. 276277 Legion Headquarters.................................................15 Oblivion Bar, the....................................................... 173
Etta Candy................................................................... 269 Legion of Super-Heroes.................................... 1420 Obsidian..........................................................................83
Everyman Project........................................................29 Lex Luthor.............................................................. 2729 Ocean Master........................................................ 8485
Lightning Lad................................................................20 Offspring...................................................................... 109
Lightray...........................................................................79 O.M.A.C.
F Lobo......................................................................... 2223 O.M.A.C. Cyborgs..................................................86
Fatality.......................................................................... 194 Lois Lane............................................................ 218219 O.M.A.C. (Earth-51)..............................................87
Faust.................................................................................94 Looker...................................................................... 9697 Onyx.................................................................................13
Feena Sik...................................................................... 184 Lord Satanus......................................................... 2627 Oracle....................................................................... 8788
Flying Fox.................................................................... 271 Low................................................................................ 184 Orange Lantern Construct.......................................90
Forerunner............................................................. 6667 Luthors Warsuit...........................................................28 Orange Lantern Corps....................................... 8990
Frankenstein..................................................... 169170 Orion........................................................................ 9192

Index 299
Andre Nutter (order #3338244) 1
Outsiders, the........................................................ 9398 Scivor............................................................................ 184 Thug.............................................................................. 290
Owl................................................................................ 283 Secret.................................................................. 276277 Thugs............................................................................ 290
Secret Six........................................................... 161165 Thunder..........................................................................98
P Secret Society of Super-Villains................. 166167
Sensor Girl.............................................................. 1819
Tigress................................................................. 273274
Paula Books............................................... 273274
Parademon................................................................. 165 Seven Soldiers of Victory............................. 167170 Timber Wolf................................................................ 237
Parallax......................................................................... 184 Shade.................................................................. 171172 Tin.....................................................................................49
Parasite.................................................................... 9899 S.H.A.D.E....................................................................... 152 Tinder............................................................................ 261
Peacemaker.........................................................99100 Shadow Lass.......................................................... 1819 Titans............................................................................. 227
Penguin.............................................................. 101102 Shadowpact..................................................... 172174 Titans Compound.................................................... 227
Per Degaton..................................................... 103104 Shadow Thief............................................................. 175 Titans East................................................................... 227
Phantom Girl......................................................... 1617 Shakira................................................................ 260261 Titans L.A..................................................................... 227
Phantom Stranger.......................................... 105106 Shark............................................................................. 176 Titans Lair.................................................................... 227
PIed Piper.......................................................... 106107 Shining Knight Titans Liberty Island Base...................................... 227
Plastic Man........................................................ 107109 Sir Justin...............................................................177 Titans Tower............................................................... 228
Plastique...................................................................... 110 Ystina........................................................... 167169 Titans Tower II............................................................ 228
Platinum................................................................. 4849 Shrapnel....................................................................... 178 Titans Tower III........................................................... 228
Plunder......................................................................... 146 Shrinking Violet............................................................19 Titans West.................................................................. 227
Poison Ivy.......................................................... 111112 Silver Banshee........................................................... 179 T-Jet............................................................................... 229
Polar Boy.........................................................................17 Silver Swan.................................................................. 180 TNT................................................................................. 271
Power Girl.......................................................... 113114 Simon Stagg..................................................................52 T.O. Morrow...................................................... 222223
Prankster, the............................................................. 115 Sinestro.............................................................. 181182 Top, the........................................................................ 147
Predator, the............................................................... 194 Sinestro Corps.................................................. 183184 Toyman............................................................... 238239
Professor Amos Fortune........................................ 150 Sinestro Corpsman.................................................. 184 Traci Thirteen................................................... 240241
Professor Ivo............................................................... 116 Siren.............................................................................. 185 Trickster.............................................................. 241242
Prometheus...................................................... 117118 Skeleton....................................................................... 291 Trident................................................................ 243244
Prudence........................................................................12 Slushh........................................................................... 184 Trigon the terrible.......................................... 244245
Psycho-Pirate................................................... 119120 Snake, Constrictor.................................................... 283 Troy, Donna...................................................... 245246
Pteranodon................................................................. 286 Snake, Viper................................................................ 283 T-Spheres........................................................................64
Solar Tower................................................................. 227 T-Submarine............................................................... 229
Q Soldier.......................................................................... 290 Tsunami........................................................................ 274
Soldier, Elite................................................................ 290 T-Wing.......................................................................... 229
Queen Bee........................................................ 120121 Soldier, Green............................................................ 289 Two-Face............................................................ 247248
Queen II.............................................................. 151152 Soldier, Veteran......................................................... 290 Tyrannosaurus Rex................................................... 286
Question, the Solomon Grundy............................................ 186187 Tyroc.................................................................................20
Renee Montoya......................................... 123124 Sorrow, Johnny................................................ 187188
Vic Sage...................................................... 121122 Spectre............................................................... 189190
Speedy.......................................................................... 191
U
R Squid, Giant................................................................ 284 Ubu................................................................................ 127
Starfire................................................................ 195196 Ultra Boy............................................................ 248249
Rag Doll.............................................................. 163164 Stargirl................................................................ 196197 Ultra-Humanite............................................... 249250
Peter Merkel, Jr.......................................... 163164 S.T.A.R. Kilotrax.......................................................... 228 Uncle Sam......................................................... 251252
Ragman.............................................................. 124125 Starman.............................................................. 198202 Undead........................................................................ 291
Ranx the Sentient City............................................ 184 David Knight............................................. 200201 USS Argus.................................................................... 227
Rs al Ghl........................................................ 125127 Jack Knight................................................ 199200
Rat.................................................................................. 283
Ravager.............................................................. 128129
Mikaal Tomas............................................ 200201 V
Ted Knight.................................................. 198199
Raven.................................................................. 129131 Thom Kallor............................................... 201202 Vandal Savage................................................. 252254
Ray, the............................................................... 131132 Starrophytes............................................................... 204 Vanguard..................................................................... 169
Red Devil..................................................................... 133 Starro the Conqueror.................................... 203204 Vaporlock.................................................................... 207
Red Hood........................................................... 134135 Star Sapphire.................................................... 192193 Vigilante............................................................. 254256
Red Lantern Corps......................................... 135136 Star Sapphires.................................................. 193194 Greg Saunders.......................................... 254255
Red Robin.......................................................... 136137 Steel..................................................................... 205207 Others......................................................... 255256
Red Star........................................................................ 138 Stegosaurus................................................................ 286 Vixen................................................................... 256257
Red Tornado..................................................... 139140 Steve Trevor...................................................... 268269
Reverse-Flash............................................................. 140
Rex the Wonder Dog............................................... 293
Streaky.......................................................................... 293 W
S.T.R.I.P.E....................................................................... 197
Richard Dragon............................................... 122123 Suicide Squad.................................................. 208210 Warlocks Daughter.................................................. 174
Rick Flag....................................................................... 210 Suicide Squadron..................................................... 209 Warlord............................................................... 258259
RIddler, the........................................................ 142143 Sun Boy........................................................................ 211 Weather Wizard............................................... 262263
Robin................................................................... 143145 Superboy........................................................... 212213 Whisper Adaire............................................................13
Robot, Colossal.......................................................... 289 Supergirl............................................................ 214215 White Ghost........................................................... 1213
Robot, Large............................................................... 289 Superman.......................................................... 216218 Wildcat............................................................... 263264
Robot, Medium......................................................... 289 Swamp Thing................................................... 220222 WIldfire............................................................... 264265
Robot, Small............................................................... 289 Will Magnus...................................................................47
Rogues, the....................................................... 145147 Winged Victory.......................................................... 177
Romat-Ru..................................................................... 184 T Wonder Girl...................................................... 265266
Roulette............................................................. 148149 Talia............................................................................... 127 Wonder Woman.............................................. 266268
Royal Flush Gang............................................ 149152 Tara................................................................................ 261
Tar Pit.................................................................. 146147 Y
S Tattooed Man................................................... 223224
Young All-Stars................................................ 270274
T-Barge......................................................................... 228
Sabbac.......................................................................... 153 Technocrat............................................................. 9798 Young Justice................................................... 275277
Saint Walker...................................................... 154155 Teekl.............................................................................. 170
Sandman........................................................... 155158
Sanderson Hawkins................................. 155156
Teen Titans........................................................ 225232 Z
Tekik.............................................................................. 184
Wesley Dodds......................................................157 Ten II.............................................................................. 152 Zachary Zatara........................................................... 232
Sandy............................................................................ 156 Terra..................................................................... 232234 Zatanna.............................................................. 277279
Sapphire Stagg.............................................................52 Terra-Man.................................................................... 235 Zauriel................................................................. 279280
Saturn Girl......................................................... 158159 Terror Titans................................................................ 227 Zombie......................................................................... 291
Scandal Savage......................................................... 164 T-Helicopter................................................................ 228 Zoom............................................................................. 141
Scarecrow.......................................................... 160161 Thorn............................................................................. 236 Zsasz, Victor................................................................ 281

300 Index
Andre Nutter (order #3338244) 1
License
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License 301
Andre Nutter (order #3338244) 1
Super Power Your Game!
Mutants & Masterminds
Gamemasters Guide
While Mutants & Masterminds players create heroes, the
Gamemaster creates the villains, the adventures, and the
entire world where the series takes place. That can be a
lot of work, but the Mutants & Masterminds Gamemas-
ters Guide is here to help you. This book has everything
a M&M Gamemaster needs, from guidelines on creating
challenges and adventures to advice on designing your
own setting and series. The Gamemasters Guide includes
guidance on how to set up and run your game and to
help your players create the best heroes, archetypes that
make building villains easy, world building tips, and op-
tions for modifying the game to suit your groups play
style. The Mutants & Masterminds Gamemasters Guide is
a must-have resource for new and experienced GMs alike
and the ideal companion volume to the Heros Handbook.
224 page full color softback. MSRP: $32.95.

Mutants & Masterminds GMs Kit


The Mutants & Masterminds GMs Kit is a key accessory for your superhero campaign. It
features a sturdy and practical 3-panel hardback screen with all the charts and tables
you need to play the Worlds
Greatest Superhero RPG. The
kit also includes a 48-page
booklet with a Quickstart
Character Generator that lets
players speedily create bal-
anced starting heroes. The Mu-
tants & Masterminds GMs Kit is
the perfect complement to the
Heros Handbook and will help
kick off your game with style.
MSRP: $19.95

Andre Nutter (order #3338244) 1


Return to Ferelden with Dragon Age, Set 2!

O nly fools now deny that a new Blight is upon Thedas. It rises in the south in the land
of Ferelden. By cunning strategy or cruel fate, Ferelden is where the Grey Wardens are
weakest. Now new heroes must make their names. New Grey Wardens must fill the orders
dwindling ranks. Will you answer the call and carry the duty that cannot be foresworn?

The Dragon Age RPG has been called the best introduction to roleplaying in 30 years. Now the exciting
that began in Set 1 continue in the highly anticipated Set 2. This beautiful boxed set includes everything
a group needs to continue a Dragon Age RPG campaign with characters of levels 6 to 10.
Dragon Age, Set 2 includes an 80-page Players Guide, an 80 page Game Masters
Guide, six reference cards for combats, stunts, and spellcasting, and a
grogeous poster map detailing the world of Thedas. Its many
highlights include:
Grey Wardens! Rules for joining the order
and extensive background on its history and
practices.
New Stunts! Roleplaying and exploration
stunts round out AGEs acclaimed stunt system.
New Gear! Full rules for the creation and use
of poisons, grenades, and traps.
Thedas Revealed! Background info on the
dwarves of Orzammar, the religions of Thedas,
and more.
New Backgrounds! There are eleven
to choose from, including Antivan Wayfarer,
Qunari Beresaad, and Orlesian Exile.
Specializations! Expand your class with
new options like arcane warrior, berserker, and
assassin.
New Spells! The addition of nearly 40 new
spells triples the number mages can choose from.
And theres much, much more! Return to the world of
BioWares Dragon Age video games, fight for Ferelden
and face the Blight in Dragon Age, Set 2!

Fight the
Blight!
Green Ronin Publishing Green Ronin, Adventure Game Engine, and their associated
3815 S. Othello St. Suite 100, #304 logos are trademarks of Green Ronin Publishing.
Seattle, WA 98118
www.greenronin.com EA and EA logo are trademarks of Electronic Arts Inc. BioWare,
BioWare logo, and Dragon Age are trademarks of EA International
(Studio and Publishing) Ltd. All other trademarks are the
property of their respective owners.

Andre Nutter (order #3338244) 1


Fire & Blood!

A Game of Thrones Edition is the new core rulebook for A Song of Ice and
Fire Roleplaying. Based on George R.R. Martins fantasy epic, A Song of Ice
and Fire Roleplaying gives you everything you need to play and run games
in the Seven Kingdoms using an easy to learn system specifically designed
to evoke the atmosphere of the best-selling novels and hit TV show. This
edition includes the entire contents of the original rulebook, revised and up-
dated, plus the full length adventure Peril at Kings Landing and a gorgeous
new cover by fan favorite Michael Komarck. You and your fellow players
take on the roles of key members of a noble house navigating the perilous
waters of Westerosi politics and intrigue. Now is your chance to play the
Game of Thrones with Green Ronins A Song of Ice and Fire Roleplaying!
320 page full color hardback. MSRP: $49.95

Andre Nutter (order #3338244) 1

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